Rogue
Base Class: Rogue

While most adventurers place their faith in divine miracles or arcane remedies, a Chirurgeon trusts only in knowledge, discipline, and the practiced precision of their own hands. Through years of studying anatomy, physiology, and the treatment of wounds, these rogues become masters of preserving life—and ending it—with equal expertise. Every scar tells a story, every heartbeat reveals a weakness, and every injury presents an opportunity to act.

On the battlefield, a Chirurgeon moves with calm purpose through the chaos. They are often the first to reach a fallen ally, staunching bleeding, setting broken bones, or forcing air back into failing lungs before death can claim another life. Their methods are demanding and sometimes painful, but they require no divine favor or mystical talent—only experience, quick thinking, and unwavering resolve.

That same understanding of the body makes a Chirurgeon a terrifying opponent. They know where tendons can be severed to slow a fleeing foe, where a precise strike can rob an enemy of strength, and how to incapacitate without unnecessary bloodshed—or, when the situation demands it, how to make a single well-placed blow utterly devastating. To a Chirurgeon, the body is both a puzzle to preserve and a weakness to exploit.

Whether serving as a military surgeon, a plague doctor, a wandering physician, or a self-taught battlefield medic, every Chirurgeon believes that medicine is as much a weapon as any blade. Their greatest triumphs are measured not by the miracles they perform, but by the lives they save and the impossible odds they overcome through nothing more than skill, courage, and an intimate understanding of the fragile nature of life itself.

Medical Expertise

You gain proficiency with Medicine if you don't already have it.

If you already have proficiency, you gain proficiency in another rogue skill.

Your proficiency bonus is doubled for Medicine checks.

You also gain proficiency with Herbalism Kits and Healer's Kits.

A healer's kit you use contains twice the normal number of uses.

Anatomical Precision

Starting at 3rd level, Years of anatomical study let you exploit injuries.

Once per turn when you deal Sneak Attack damage, choose one effect:

Hemorrhage - Target loses an additional damage equal to your proficiency bonus.

Tendon Strike - Target's speed is reduced by 10 feet until the start of your next turn.

Muscle Shock - The target has disadvantage on the next Strength or Dexterity ability check it makes before your next turn.

Winded -  The target cannot take reactions until the start of your next turn.

You can only apply one effect each turn.

 

Combat Triage

At 3rd level, 

 

You've learned to stabilize patients under fire.

As a Bonus Action, you may expend one use of a Healer's Kit to touch a creature.

Choose one:

  • Restore HP equal to:
    • 1d4 + your proficiency bonus + your Dexterity modifier
  • End one of:
    • Poisoned
    • Blinded (if caused by blood or debris)
    • Deafened
  • Allow the creature to immediately spend one Hit Die and regain that many hit points.

A creature can benefit from Combat Triage only once between short rests.

Last Chance Resuscitation

Starting at 9th level, your medical training has taught you techniques that few believe possible: restarting a failing heart, opening an airway, and reversing death—provided it has only just occurred.

When a creature you can touch has died within the last minute, you can attempt an emergency resuscitation.

As an action, you expend 5 uses of a healer's kit and make a DC 20 Wisdom (Medicine) check.

On a success:

  • The creature returns to life with 1 hit point.
  • The creature gains 4 levels of exhaustion (or, if using the 2024 rules, it has disadvantage on all d20 Tests until it finishes a long rest and can't benefit from this feature again until then).
  • The creature is unconscious until the end of its next turn.
  • This feature can't restore missing body parts or revive a creature that died from old age or whose vital organs have been destroyed (such as decapitation or total disintegration).

On a failure:

  • The resuscitation fails, and the creature can't be targeted by this feature again until it finishes a long rest.

Once you successfully revive a creature with this feature, you can't do so again until you finish a long rest.

Surgical Intervention

Beginning at 13th level,

You know exactly where to strike—or repair.

When you hit a creature with Sneak Attack you may forgo half your Sneak Attack dice.

Instead choose one:

  • The creature is Staggered until the start of your next turn.
    • It cannot take reactions.
    • Its speed becomes 0.

OR

  • One ally within 30 feet immediately regains hit points equal to the Sneak Attack dice sacrificed.

Example:
Instead of 8d6 Sneak Attack you deal 4d6 and heal an ally for 4d6.

This healing represents emergency treatment rather than supernatural healing.

You may use this feature a number of times equal to your proficiency bonus per long rest.

Master Physician

At 17th level, you are among the greatest mundane physicians alive.

Whenever you use Combat Triage:

  • Healing becomes 3d8 + Dexterity modifier + proficiency bonus.
  • The target also gains temporary HP equal to your rogue level.

Additionally:

If a creature within 30 feet would fail a death saving throw, you may use your Reaction.

Move up to half your speed without provoking opportunity attacks.

If you end adjacent to that creature, it instead succeeds on the save.

You may do this once per short or long rest.

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