Rogue
Base Class: Rogue

A quick wit and stable hands are not only useful for a criminal lifestyle, but also central for any physician. Those who follow this archetype are competent doctors and surgeons, using their knowledge of anatomy, herbs, potions, toxins and antitoxins to treat allies and inflict pain on their enemies.

Medical Training

When you choose this archetype at 3rd level, you gain proficiency with the herbalism kit, as well as the Medicine skill, which also gets a bonus equal to your Intelligence Score.

Additionally you can now use your Cunning Action to administer a potion or an antitoxin or to use the Healer´s Kit.

Thorough Treatment

Starting at level 3, you can use your medical knowledge to treat wounds more thoroughly, given enough time. Whenever you are taking a short rest you can spend a number of Hit Dice equal to half of your Rogue level or less to tend to a willing humanoid that is not a construct nor undead. You restore 1d8 + your Intelligence modifier hit points to that creature for every dice you spend. You can treat any amount of humanoids up to your proficiency level per short rest, but you have to spend dice for each individually.

The Dose Makes the Poison

In studying poisons and antitoxins you have understood the elemental truth of medicine, that the difference between an effective cure and a deadly poison is only a matter of dosage.

You gain proficiency with the poisoner‘s kit. Using a poisoner’s kit, you can spend one hour to improve any poison you find. Any poison you improve in this way or craft using a poisoner‘s kit has a saving throw DC = 8 + your proficiency bonus + your intelligence modifier.

Enhancing your Craft

Your Thorough Treatment now also ends the poisonous condition and when administering an antitoxin, you can roll a Medicine check against the saving throw DC of the poison, instantly ending the condition and its effects on a success.

Furthermore, whenever a creature is poisoned by a poison that you have created or enhanced with a poisoners kit, you gain advantage on your attacks against them.

Surgical Precision

At level 13, your precision work with your tools and your anatomical knowledge translates into combat. You can now add your Intelligence modifier to any melee weapon attack you make.

Resuscitation

At level 17, you learn to use your medical knowledge to recover creatures, that others might’ve thought lost to death. 
You can use your action to resuscitate the corpse of a humanoid that has died within the last minute. The humanoid then returns to life, regaining 3d8 + your intelligence modifier hit points. This has no effect on undead or constructs. You can use this ability a number of times equal to your proficiency bonus per long rest.

Previous Versions

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2/20/2025 11:25:31 AM
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