Rogue
Base Class: Rogue

This subclass is focused on healing those who are hurt instead of hurting the healthy. The medic uses their medical knowledge to heal their allies. If need be however, the medic can unleash powerful strikes with surgical precision in the form of their sneak attack.

Healing Knowledge

Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make an Intelligence (Medicine) check to stabilize someone,  or take the [Tooltip Not Found] action to administer a potion to someone else.

You also gain proficiency in herbalism kits.

Healing Pool

At 3rd level, you gain the ability to use your medical knowledge to heal wounds. You have a pool of d8s that you spend to fuel this healing. The number of dice in the pool equals 1 + your rogue level

As a bonus action, you can heal one creature you can see within 5 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Intelligence modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total.

Your pool regains all expended dice when you finish a long rest.

Emergency

Starting your 9th level, you can Dash to your unconscious ally as a bonus action without provoking attacks of opportunity. Additionally, when you heal an unconscious ally with your healing pool, you can add your intelligence modifier to the healing.

Robust Physiology

By 13th level your handling of visceral liquids and various tinctures strengthens your body. You double your proficiency in Constitution saving throws and get resistance to poison damage as well as immunity to the poisoned condition and diseases.

Legendary Medic

Starting 17th level, your mere presence assures people they will live to see another day. All creatures that you can see that aren't hostile towards you, gain advantage on Death Saving Throws. Additionaly, whenever you heal an ally with your healing pool, you now heal twice the normal amount.

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