Rogue
Base Class: Rogue

Where some rogues aspire to be thieves or killers, others choose to take the path of the doctor. Those who follow this archetype take advantage of their knowledge of anatomy and medicine to locate and abuse weak points within living bodies, while also using their own personal brews to support their allies. Field Medics rarely find themselves alone, often choosing to travel with fighters or barbarians who will appreciate the support that they can provide.

Practitioner of Medicine

Starting at 3rd level, your talent as a doctor has begun to blossom. You gain advantage on Wisdom (medicine) checks made for treating wounds and crafting medicines.

In addition, you gain the ability to craft several vials of fast acting healing salves after a short rest. These can be applied on you or an adjacent creature as an action, healing 1d4 + your Wisdom modifier. The healing increases by 1d4 at 9th, 13th and 17th level. You can only ever have a number of salves equal to your Wisdom modifier crafted at any given time.

Field Treatment

Once you have hit 3rd level, your experience has endowed you with the knowledge to both quickly and effectively treat your ally's wounds. Whenever you are taking a short rest you can spend your own Hit Dice from this class to provide 1d8 + your Constitution modifier additional healing to a single ally per Hit Dice spent.

Twisted Acupuncture

At 9th level, you have learned two specific points within the bodies of living creatures that--while they may not cause additional harm--cause near nonsensical effects when stimulated. Whenever you would normally deal sneak attack damage, you can instead choose to forego the damage and force the target to make a Constitution saving throw (DC 8 + your Wisdom modifier + your proficiency bonus). On a failed save, the target suffers the selected acupuncture effect.

A creature can only be under the effects of a single acupuncture point at any given time and last indefinitely unless otherwise stated.

Two additional acupuncture points are learned at 13th and 17th level.

If an acupuncture point has prerequisites, you must meet them to learn it. You can learn the point at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.

Point of Blindness

Prerequisite: 17th level

A creature under the effect of this point suffers the blinded condition. This lasts for 3 rounds.

Point of Clumsiness

A creature under the effect of this point suffers disadvantage on charisma-based ability checks and saving throws.

Point of Foolishness

A creature under the effect of this point suffers disadvantage on wisdom-based ability checks and saving throws.

Point of Frailty

A creature under the effect of this point suffers disadvantage on constitution-based ability checks and saving throws.

Point of Idiocy

A creature under the effect of this point suffers disadvantage on intelligence-based ability checks and saving throws.

Point of Jittering

Prerequisite: 17th level

A creature under the effect of this point suffers disadvantage on attack rolls. This lasts for 3 rounds.

Point of Languidness

Prerequisite: 17th level

A creature under the effect of this point becomes slower and less inclined to move quickly. Their initiative drops by 5.

Point of Lethargy

A creature under the effect of this point suffers disadvantage on dexterity-based ability checks and saving throws.

Point of Nearsightedness

Prerequisite: 13th level

A creature under the effect of this point can only see clearly within a range of 25 feet.

Point of Stiffness

Prerequisite: 13th level

A creature under the effect of this point loses their ability to take reactions.

Point of Stumbling

Prerequisite: 13th level

A creature under the effect of this point reduces their movement speeds involving physical movement by 10 feet.

Point of Weakening

A creature under the effect of this point suffers disadvantage on strength-based ability checks and saving throws.

Mysterious Pharmaceuticals

Upon reaching 13th level, you have discovered two unique and wonderful combinations of ingredients that can provide unexpected effects. These mixtures can be used on adjacent creatures as an action and are prepared after taking a long rest. Multiple applications of the same mixture on the same creature only resets the duration unless otherwise stated. You can only hold two doses of each of your known mixtures.

Mixtures have no effect on undead or constructs.

At 17th level, you come up with two additional mixtures and gain an additional dose of each of your known mixtures. 

If a mixture has prerequisites, you must meet them to learn it. You can learn the mixture at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.

Combat Quicksilver

When applied to a creature, this liquid causes their movements to become more fluid and efficient. While under this mixture's effects, walking speed is increased by 10 feet and an additional reaction can be made every round. These effects last for one minute.

Crimson Oxen

When applied to a creature, this liquid grants immunity to sleep effects and delays their need to sleep for 24 hours. After the 24 hours have passed, the creature gains two points of exhaustion as the lack of proper rest catches up to them. Every reapplication of the mixture before its effects have ended requires the creature to make a DC 16 constitution save, or they lose the effects of all of their current doses and immediately suffer 2 + 1 point of exhaustion per extra dose that has been applied. If they succeed then the current duration of the mixture is extended by an additional 24 hours.

Eye-Bright Drops

When applied to a creature, this liquid causes the creature's eyes to adjust very rapidly to changes in light. The creature gains Darkvision at a range of 60 feet for 1 hour.

Precision Balm

When applied to a creature, this liquid creates a mind soothing scent that causes the affected creature to gain a +1 to weapon attack and spell attack rolls for one minute.

Salve of Accuracy

Prerequisite: 17th level

When applied to a creature, this liquid causes their eyes to focus on distant objects unnaturally well, making it easier to find weak points within defenses. Any ranged weapon or spell attack rolls are made at advantage for the next 5 rounds.

Salve of Twitching Destruction

Prerequisite: 17th level

When applied to a creature, this liquid causes involuntary, jerking movements that cause melee attacks to deal more damage. While under the effects of this mixture, any attacks made with a melee weapon gain a +10 to damage rolls. This mixture lasts for 3 rounds.

System Shocker

Prerequisite: 17th level

When applied to a creature, this liquid gives a dangerously large boost in energy at the expense of their well-being. Upon consumption, the creature refreshes all abilities that they would normally get back on a short rest, but they reduce their maximum hit points by 20% and take an equivalent amount of damage to their current hit points. The health penalty lasts until their next long rest.

Tonic of Toughness

When applied to a creature, this liquid causes a thin layer of tough material to form over the skin, granting it 30 temporary hit points. These last until expended and will not wear off on their own.

Versatile Panacea

Prerequisite: 17th level

When applied to a creature this liquid causes many temporary mutations in the body's cells, allowing it to quickly and efficiently cure things that the body may normally need substantial time to remedy. Removes one condition or disease on the target. The condition can be blinded, deafened, paralyzed, petrified, poisoned or stunned.

Frenetic Stim

At 17th level, you create a unique recipe for a stimulant that heavily increases the combat effectiveness of those under its effects. As an action, you can spread the stimulant in a 20 foot radius, causing all creatures within the area to heal for 6d6 + your Wisdom modifier and gain the effects of Haste and Freedom of Movement for 5 rounds. After the 5 rounds, all creatures who benefited from the stimulant are stunned for 1 round and suffer one level of exhaustion. Due to the incredibly bulky nature of the container that the stimulant is kept in, you can only ever carry a single dose at any given time. You can create a single dose of stimulant after a long rest, but requires a proper crafting station and 250g in rare herbs.

The stimulant has no effect on undead or constructs.

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