Rogue
Base Class: Rogue

- Practitioner

When you choose this archetype at 3rd level, you attain medical expertise from your extensive knowledge and experience in the field. You gain proficiency in Wisdom (Medicine) checks if you don’t already have it. Your proficiency bonus is doubled for any ability checks you make that use this proficiency.

 

Additionally, you can use the bonus action granted by your Cunning Action to make a Wisdom (Medicine) check, to use a Healer’s Kit, to drink/administer a potion, or use the help action.

 

- Aesculupian

Starting at 3rd level, your clinical aptitude allows you to keep your allies up and ready to face the enemy ahead.

  • When you stabilize a dying creature, you can expend a use of this feature to heal it for an amount of hit points equal to your Wisdom modifier (minimum of 1).
  • As an action, you can expend a use of this feature to end either one disease or one condition on a creature within reach. The condition can be blinded, deafened, paralyzed, or poisoned.

This feature has a number of uses equal to your Wisdom modifier (minimum of 1). You regain one use with a short rest and all expended uses on a long rest.

 

- Decisive Strike

When you reach 9th level, you learn to earmark a creature’s weakness, telling you exactly when and where to drive your attacks.

 

Once per round, when you deal your sneak attack damage to a creature that is not a construct or an undead, you can force it to make a Constitution saving throw against your bleed save DC. On a failure, that creature begins to suffer from a bleeding wound:

  • Weapon attacks against it score a critical hit on a 19 or a 20.
  • Any healing it receives is halved.

The wound closes by itself if the creature does not take any damage for one round. Any creature can take an action to close the wound by succeeding on a Wisdom (Medicine) check against your bleed save DC. 

Bleed Save DC = 8 + your proficiency bonus + your Wisdom modifier

 

- Galvanize

Starting at 13th level, your inherent duty wills you to steel your bearing in the pandemonium of combat. You have advantage on saving throws or ability checks made to resist being grappled, restrained, or knocked prone if an ally within 60ft is dead, dying, or suffering from the effects of a negative condition.

 

Additionally, when you move, you can drag or carry a willing, unconscious, or grappled creature with you without having your movement speed halved.

 

- Seize The Initiative

Starting at 17th level, you learn to take the initiative when the opportunity presents itself to incapacitate an enemy. 

 

When an ally within 60ft scores a critical hit on a creature you can see, you can use your reaction to move up to half your movement speed and, if it is within range, make a weapon attack against that creature.

 

You can add your sneak attack damage to this attack even if you have already used it this turn, provided that the target isn’t incapacitated and you don’t have disadvantage on the attack.

Decisive Strike

Once per round, when you deal your sneak attack damage to a creature that is not a construct or an undead, you can force it to make a Constitution saving throw against your bleed save DC. On a failure, that creature begins to suffer from a bleeding wound:

  • Weapon attacks against it score a critical hit on a 19 or a 20.
  • Any healing it receives is halved.

The wound closes by itself if the creature does not take any damage for one round. Any creature can take an action to close the wound by succeeding on a Wisdom (Medicine) check against your bleed save DC. 

Bleed Save DC = 8 + your proficiency bonus + your Wisdom modifier

Practitioner

double proficiency in Wisdom, (Medicine) checks

you can use the bonus action granted by your Cunning Action to make a Wisdom (Medicine) check, to use a Healer’s Kit, to drink/administer a potion, or use the help action.

Aesculupian

  • When you stabilize a dying creature, you can expend a use of this feature to heal it for an amount of hit points equal to your Wisdom modifier (minimum of 1).
  • As an action, you can expend a use of this feature to end either one disease or one condition on a creature within reach. The condition can be blinded, deafened, paralyzed, or poisoned.

This feature has a number of uses equal to your Wisdom modifier (minimum of 1). You regain one use with a short rest and all expended uses on a long rest.

Galvanize

You have advantage on saving throws or ability checks made to resist being grappled, restrained, or knocked prone if an ally within 60ft is dead, dying, or suffering from the effects of a negative condition.

 

Additionally, when you move, you can drag or carry a willing, unconscious, or grappled creature with you without having your movement speed halved.

Seize The Initiative

When an ally within 60ft scores a critical hit on a creature you can see, you can use your reaction to move up to half your movement speed and, if it is within range, make a weapon attack against that creature.

 

You can add your sneak attack damage to this attack even if you have already used it this turn, provided that the target isn’t incapacitated and you don’t have disadvantage on the attack.

Previous Versions

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1/21/2024 2:31:25 AM
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