Rogue
Base Class: Rogue

Not all rogues walk the path of shadows to deal death. Some choose to thread the knife through a different line—one where every incision, stitch, and tourniquet is a gamble against the reaper. These are the Medic Rogues, masters of battlefield triage, anatomical exploitation, and life-saving precision. Where a typical rogue may strike from the dark to end a life, a Medic Rogue does so to spare one.

Raised in chaos, molded by war, or perhaps forged in the alleys of a city where back-alley surgeons are the only line between survival and silence, the Medic Rogue finds their strength not in spells or prayers, but in sheer grit and exacting knowledge of the body. Their tools are scalpels instead of swords, sutures instead of spells—and their wit is as sharp as the needles they carry.

Surgical Precision

 

  • When you deal Sneak Attack damage, you can reduce the damage by [roll]1d6[/roll] to instead apply a physical condition based on your precision. Choose one:

    • Hamstring – Reduce target’s speed by 10 feet until the start of your next turn.

    • Disarm Strike – Target makes a Strength save (DC = 8 + your proficiency + Dex mod) or drops a weapon.

    • Sensory Strike – Target has disadvantage on the next attack it makes before the end of its next turn.

  • In addition, you gain Proficiency with the Medicine skill, and if already proficient, you may add double your proficiency bonus to Medicine checks.

 

Combat Medic

 

  • You may use a Bonus Action to perform a Medicine check on an adjacent creature. If the target is unconscious and making death saves, you can stabilize them on a DC 10 Medicine check.

  • If the target is conscious, you may instead allow them to spend a Hit Die to regain HP as if during a short rest (no action required from the ally).

  • You can do this a number of times equal to your proficiency bonus per long rest.

 

Field Surgery

 

  • You can use a healer’s kit without expending uses and may carry one for free at all times.

  • When you take the Help action to assist in healing, your target gains additional HP equal to your Rogue level.

  • Additionally, when you use your Sneak Attack, you may choose to target tendons or ligaments, forcing the enemy to make a Constitution saving throw (DC = 8 + proficiency + Dex mod) or be blinded, deafened, or knocked prone until the end of their next turn (your choice). This effect can be used once per turn.

 

Pain Reflex

 

  • When an ally within 30 feet is reduced to 0 HP, you may use your Reaction to immediately move up to your speed toward them and make a Medicine check as part of the same reaction to stabilize them or grant them 1 HP if the check is 15 or higher.

  • When an enemy fails a saving throw against one of your precise effects (from Surgical Precision or Field Surgery), you gain Advantage on your next attack roll against that target before the end of your next turn.

 

Last Breath

 

  • Once per long rest, when you touch a creature that has died within the last minute, you may spend your Action to perform an emergency trauma procedure. Make a DC 20 Medicine check. On a success, the creature returns to life with 1 HP and is stabilized, but gains 1 level of exhaustion.

  • On a failed check, the creature remains dead, but you do not expend the use of this feature.

  • Additionally, when you stabilize or heal an ally, they gain temporary HP equal to your Dexterity modifier + your Rogue level.

 

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