Base Class: Rogue
You practice the noble art of medicine. Unlike more distinguished physicians and healers, you had to learn your trade on the go; perhaps you learned your craft on the army, or perhaps you were the apprentice of a barber, which often knows a bit about stitching and cleaning wounds. Your knowledge of human anatomy helps your patients recover, but also makes anyone who dares to face your patients suffer, making you a valuable resource.
Chirurgeon's Tools
You gain a Herbalism Kit. You gain proficiency with it and the Medicine skill. If you are proficient with either or with both, you instead gain proficiency with a different skill or tool, as applicable.
Furthermore, when you complete a Long Rest while having a Healer's Kit with 9 or less uses available, you replenish 1d4 uses, up to a maximum of 10. You can replenish one Healer's Kit at a time.
Combat Medicine
You master the basics of healing patients in stressful situations, gaining the following benefits.
First Aid. As an Utilize action, you can make an Intelligence or Wisdom (Medicine) check to remove one of the following conditions: Blinded (DC 15), Deafened (DC 13), Poisoned (DC 15), Stunned (DC 17) or Unconscious (DC 12). You must have a Healer's Kit to use this feature, and you consume one use whether you succeed or fail.
Healing Knack. When you restore Hit Points to an ally (including yourself), you add your Intelligence modifier to the amount if you don't do so already.
Long-Term Care. If an ally spends a Hit Dice as part of a Short Rest, it recovers additional Hit Points equal to your proficiency bonus plus your Intelligence modifier.
Expert Treatment
Your medical skills under duress improve further. You can spend your Bonus Action to Utilize an item to stabilize or restore Hit Points to a creature (such as a Healer's Kit) or a Rogue ability to remove conditions (such as the First Aid benefit).
Furthermore, when administering First Aid, you can attempt to remove the Paralyzed condition (DC 20).
Septic Strike
You can use the Poison option of your Cunning Strike without the need of a Poisoner's Kit. If you have a Poisoner's Kit, the target makes its saving throws at Disadvantage.
Chirurgy
When dealing damage against Humanoid or Giant creatures, you ignore any Resistance to Piercing, Poison and Slashing damage. If you have proficiency in the following skills, you ignore those resistances on the following creature types: Beast (Nature), Dragon (Arcana), Monstrosity (Nature).
Furthermore, when an ally completes a Short Rest, you can make a DC 22 Intelligence or Wisdom (Medicine) check to reattach a single severed limb, provided you have a Healer's Kit and the limb was severed less than an hour before the ally starts its Short Rest. The limb must be relatively whole for it to work. On a failure, the limb is ruined and cannot be reattached except by magic. You gain one level of Exhaustion upon finishing.
Medical Miracle
Your medical skills allow you to rescue people from the literal brink of death, giving you the following benefits.
Major Chirurgy. As part of a Long Rest, you can revive a fallen creature who has died no more than a day ago. You must have a Healer's Kit with at least one use to use this ability. The creature recovers 1 Hit Point but remains Unconscious, and gains three levels of Exhaustion. You gain one level of Exhaustion and no benefits from a Long Rest when doing so.
Resuscitate. As a Utilize action, you can make a DC 20 Medicine check and attempt to revive a creature that has died in the previous round. The body must be mostly whole and missing no vital organs such as the heart or brain. The creature recovers 1 Hit Point but takes one level of Exhaustion.
Previous Versions
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6/17/2026 2:37:01 PM
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1
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0
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2.1.1
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Coming Soon
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