Base Class: Rogue
These are Rogues that come from the bloodiest walk of life... that of a medic. Few Rogues have sliced open more creatures than a Surgeon, and they leverage their masterful understanding of anatomy to cut open and sew close in equal measure. They have seen everything an adventuring life has to offer - roper bites, dragon burns, bore holes in skulls - and turned that array of knowledge into a complete understanding of what a creature can survive... and what it can't.
Surgeons will tend to exhibit some degree of education, be it academic or hands on. They have seen the best and worst of humanity and the battlefield. Sometimes they are selfless heroes that act as a bulwark against death, while other times they are cynical and jaded to carnage, falling to apathy or worse.
Level 3: Medic's Expertise
When you choose this archetype at 3rd level, you gain proficiency in the Medicine skill. If you already have proficiency in the Medicine skill, you gain expertise in the Medicine skill. If you already have expertise in the Medicine skill, you gain proficiency in another tool or skill of your choice.
Additionally, when you would make a Wisdom (Medicine) check, you can use your Intelligence in place of your Wisdom.
Surgical Assessment
Starting at 3rd level, you can use the bonus action granted by your Cunning Action in new ways, gaining the following uses for the ability:
Patch Up
Starting at 9th level, as an action, you can bandage a creature, helping them recover. They gain hit points equal to 1d8 + your proficiency bonus, and you can cure them of the Blinded, Deafened, Paralyzed, or Poisoned condition. Once a creature gains this benefit, they cannot gain it again until they complete a short or long rest.
During a short rest, you can perform this action on up to six beasts or humanoids that have not already gained its benefit.
Medical Miracle
When you reach 13th level, you can perform a medical miracle to bring back a recently deceased creature that has died within the last minute. When you do, it is returned to life with 1 hit point + twice your proficiency modifier in temporary hit points. The creature gains 1 level of Exhaustion and cannot be revived by this feature again until it completes a long rest.
Additionally, your Patch Up feature can now cure the Stunned and Petrified conditions
Carve Up
When you reach 17th level, you gain the ability to use your Surgical Assessment to determine how to disable a target most effectively.
Once per turn, when you make a melee weapon attack against a target under the effect of your Surgical Assessment, you can cripple it, inflicting one of the following conditions:
- Hamstring. You cripple the creature's locomotion, reducing its movement speed by half.
- Artery. You open a critical artery, causing it to take 4d4 piercing damage at the start of its turns.
- Larynx. You attack the creature's vocal apparatus. The target is muted and cannot speak or perform verbal components.
- Eyes. You strike the creature's eyes. The target is blinded.
At the end of a crippled creature’s turns, it makes a Constitution saving throw (DC 8 + your Wisdom or Intelligence modifier + your proficiency bonus). On success, the effect of the crippling wound ends. Once a creature has saved against a wound type, they are immune to that wound type for 24 hours.
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