Base Class: Rogue
You’ve figured out that your party is more useful to you alive, so you have put your intellect to the test and learned how to access healer’s magics. From the shadows you can strike with murderous intent, or a healing word.
Spellcasting
You have learned to cast spells.
Cantrips. You know three cantrips: Mage Hand and two other cantrips of your choice from the Cleric spell list.
Whenever you gain a Rogue level, you can replace one of your cantrips, except Mage Hand, with another Cleric cantrip of your choice.
When you reach Rogue level 10, you learn another Cleric cantrip of your choice.
Spell Slots. The Combat Medic Spellcasting table shows how many spell slots you have to cast your level 1+ spells. You regain all expended spell slots when you finish a Long Rest.
| —SPELL SLOTS PER SPELL LEVEL— | |||||
|---|---|---|---|---|---|
| ROGUE LEVEL | PREPARED SPELLS | 1 | 2 | 3 | 4 |
| 3 | 3 | 2 | — | — | — |
| 4 | 4 | 3 | — | — | — |
| 5 | 4 | 3 | — | — | — |
| 6 | 4 | 3 | — | — | — |
| 7 | 5 | 4 | 2 | — | — |
| 8 | 6 | 4 | 2 | — | — |
| 9 | 6 | 4 | 2 | — | — |
| 10 | 7 | 4 | 3 | — | — |
| 11 | 8 | 4 | 3 | — | — |
| 12 | 8 | 4 | 3 | — | — |
| 13 | 9 | 4 | 3 | 2 | — |
| 14 | 10 | 4 | 3 | 2 | — |
| 15 | 10 | 4 | 3 | 2 | — |
| 16 | 11 | 4 | 3 | 3 | — |
| 17 | 11 | 4 | 3 | 3 | — |
| 18 | 11 | 4 | 3 | 3 | — |
| 19 | 12 | 4 | 3 | 3 | 1 |
| 20 | 13 | 4 | 3 | 3 | 1 |
Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose three level 1 Cleric spells.
The number of spells on your list increases as you gain Rogue levels, as shown in the Prepared Spells column of the Combat Medic Spellcasting table. Whenever that number increases, choose additional Cleric spells until the number of spells on your list matches the number in the Combat Medic Spellcasting table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 7 Rogue, your list of prepared spells can include five Cleric spells of level 1 or 2 in any combination.
Changing Your Prepared Spells. Whenever you gain a Rogue level, you can replace one spell on your list with another Cleric spell for which you have spell slots.
Spellcasting Ability. Intelligence is your spellcasting ability for your Cleric spells.
Spellcasting Focus. You can use an Holy Symbol as a Spellcasting Focus for your Cleric spells.
Mage Hand Physician
You gain proficiency with the Herbalism Kit and the Medicine skill.
When you cast Mage Hand, you can cast it as a Bonus Action, and you can make the spectral hand Invisible. You can control the hand as a Bonus Action, and through it, you can make Wisdom (Medicine) checks. You can also use the Mage Hand to administer Healers Kit, Potion of Healing, and beneficial spells with a range of Touch.
Sneak Attack: Pain Suppression (Cost: 1d6)
As a Cunning Strike you can forego Sneak Attack damage to give a creature 2 Temporary Hit Points per Sneak Attack die used. Only one creature can benefit from this feature. This feature cannot grant more than your class level Temporary Hit Points.
As a reaction you can transfer the Temporary Hit Points to another friendly creature in range of Mage Hand. The Mage Hand is dismissed when you do this.
Helpful Shadow
You do not lose the Invisible condition when you use a beneficial spell or effect on a friendly creature.
Healer's Focus
You can now split the Temporary Hit Points amongst any number of creatures within range of you and your Mage hand. Increases the maximum Temporary Hit Points that can be active to two times your class level.
When you make an attack, as a bonus action you can cast one of your cantrips, the cantrip cannot cause damage or negative status effects.
Tactical Healer
If a creature does not have any Temporary Hit Points they heal for 5 Hit Points when receiving Temporary Hit Points from Pain Suppression.
Every turn after the one a creature receives Temporary Hit Points from Pain Suppression, convert 1 Temporary Hit Points to 1 missing Hit Point.
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