Base Class: Rogue
Bonus Proficiencies
When you choose this archetype at 3rd level, you gain proficiency in Medicine. If you are already proficient in medicine, your proficiency bonus is doubled for all checks made with it. You also gain proficiency in your choice between the herbalism kit or the poisoner’s kit.
Surgical Precision
Starting at 3rd level, your anatomical prowess lets you exploit openings in an opponent's defense to inflict a debilitating injury on them. When you deal sneak attack damage on your turn, you can choose to reduce your sneak attack damage by 2d6 to inflict one of the following injuries instead:
Hamstring - The target’s speed is halved.
Gut Shot - The target has disadvantage on attack rolls.
Skull Crack - Attacks against the target are made with advantage.
If you choose to try and apply an injury, the target must succeed on a Constitution saving throw(DC 8 + proficiency bonus + Dex modifier) or suffer one of the effects detailed below. An injury given in this way lasts until the start of your next turn.
Steady Hands
Starting at 9th level, you can use the bonus action granted by your Cunning Action to use a healer’s kit or make a medicine check to stabilize a dying creature. Additionally, when you stabilize a creature you can have them recover a number of hit points equal to your Dexterity modifier.
Twist the Knife
Starting at 13th level, your increasing skill allows you to cause ever more grievous wounds. You can now reduce your sneak attack damage by 5d6 to inflict one of the following injuries:
Sever Tendons - The target’s speed is reduced to 0.
Eye Gouge - The target becomes blinded.
Puncture Arteries - The target takes 2d4 necrotic damage for every 5 feet they willingly move.
Lingering Wounds
Starting at 17th level, the injuries you inflict become harder to recover from. When the effects of an injury would expire at the start of your turn, the target must instead make another Constitution saving throw against your Injury DC. On a failure, the injury persists until the start of your next turn.
Bonus Proficiencies
When you choose this archetype at 3rd level, you gain proficiency in Medicine. If you are already proficient in medicine, your proficiency bonus is doubled for all checks made with it. You also gain proficiency in your choice between the herbalism kit or the poisoner’s kit.
Surgical Precision
Starting at 3rd level, your anatomical prowess lets you exploit openings in an opponent's defense to inflict a debilitating injury on them. When you deal sneak attack damage on your turn, you can choose to reduce your sneak attack damage by 2d6 to inflict one of the following injuries instead:
Hamstring - The target’s speed is halved.
Gut Shot - The target has disadvantage on attack rolls.
Skull Crack - Attacks against the target are made with advantage.
If you choose to try and apply an injury, the target must succeed on a Constitution saving throw(DC 8 + proficiency bonus + Dex modifier) or suffer one of the effects detailed below. An injury given in this way lasts until the start of your next turn.
Steady Hands
Starting at 9th level, you can use the bonus action granted by your Cunning Action to use a healer’s kit or make a medicine check to stabilize a dying creature. Additionally, when you stabilize a creature you can have them recover a number of hit points equal to your Dexterity modifier.
Twist the Knife
Starting at 13th level, your increasing skill allows you to cause ever more grievous wounds. You can now reduce your sneak attack damage by 5d6 to inflict one of the following injuries:
Sever Tendons - The target’s speed is reduced to 0.
Eye Gouge - The target becomes blinded.
Puncture Arteries - The target takes 2d4 necrotic damage for every 5 feet they willingly move.
Lingering Wounds
Starting at 17th level, the injuries you inflict become harder to recover from. When the effects of an injury would expire at the start of your turn, the target must instead make another Constitution saving throw against your Injury DC. On a failure, the injury persists until the start of your next turn.
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