Base Class: Rogue
Whether through classical training or years of practical experience, you have become extremely skilled at patching up yourself and your allies through natural means. You have become well versed in getting your allies back on their feet and keeping them there. Your medical prowess could be the thing that turns the tides of battle or saves lives after the battle is over.
Medical Training
3rd-level Medic feature
After years of study, you've become extremely skilled at preserving life by natural means. You gain proficiency in Herbalism Kit and expertise in Medicine.
Field Medicine
3rd-level Medic feature
Can use the bonus action that is granted to you via Cunning Action to use a healer's kit to stabilize an ally.
Creatures stabilized in this manor can also regain HP equal to your wisdom modifier plus half your rogue level (rounded up). You can use this feature a number of times equal to your proficiency bonus and regain all uses when you finish a long rest.
You are particularly adept at getting allies back on their feet. During a short rest, you can use your hit die to heal your allies. Hit die used in this manor, cannot be lower than a 2.
Offensive Anatomy
9th-level Medic feature
Your knowledge of anatomy can now be used offensively. If you study a creature for 1 minute, you can, as a bonus action, make a Wisdom (Medicine) check contested by that creature's Constitution saving throw. If you succeed, you can use your Sneak Attack against that target even if you don't have advantage on the attack roll, but not if you have disadvantage on it. This benefit lasts for 1 minute or until you successfully use this feature against a different target. Attempting to do this without studying the creature for 1 minute, gives that creature advantage on the saving throw.
Rallying Strike
13th-level Medic feature
Your damage output temporarily bolsters your allies. Whenever you deal Sneak Attack damage, you can grant 1 creature, that you can see within 60ft, temp hp equal to half of the total damage dealt by that attack (no action required). Temp hp granted by this lasts for 1 minute or until depleted.
Emergency Resuscitation
17th-level Medic feature
As a reaction, when an ally within 60 feet of you drops to 0 hit points but is not killed outright, you can rush to them, without provoking opportunity attack, and bring them back to consciousness. The ally regains hit points equal to half their hit point maximum and gains a level of exhaustion. After using this ability, you can't use it again until you complete a long rest.
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