Base Class: Rogue
Field Medics are a little odd among rogues. While many rogues exploit weakness, Field Medics study it for
another reason: to keep people alive. They bind wounds in the middle of battle, drag allies back from death's
edge, and know the body well enough to save it.
But just because they prefer to heal does not mean they are harmless. The hands that stitch the wound
always know where to make the cut.
Trained Medic
When you choose this archetype at 3rd level, you gain
proficiency in the Medicine skill. If you already have
proficiency in Medicine, you gain proficiency in
another skill from the rogue skill list.
Your proficiency bonus is doubled for any Wisdom
(Medicine) check you make.
You also gain proficiency with herbalism kits, and you
learn how to prepare specialized battlefield medical
supplies using bandages, coagulant powders, needles,
splints, painkillers, smelling salts, pressure wraps, and
other nonmagical tools of emergency treatment.
Field Trained
Starting at 3rd level, you learn how to prepare and use
specialized battlefield medical supplies.
You gain a pool of Medical Dice, which are d6s. The
number of Medical Dice you have equals your
proficiency bonus + your Wisdom modifier, with a
minimum number of dice equal to your proficiency
bonus.
You regain all expended Medical Dice when you finish
a short or long rest.
As a bonus action, you can treat yourself or one
creature within 5 feet of you, expending one Medical
Die. Roll the die. The target regains hit points equal to
the number rolled + your Dexterity modifier + your
rogue level.
Your Medical Dice increase in size as you gain levels in
this class: to d8 at 9th level, d10 at 13th level, and d12
at 17th level.
Critical Heal
Also at 3rd level, you learn how to make every second
of emergency treatment count.
When you use Field Trained on a creature that is at or
below half its hit point maximum, you can turn the
healing into a Critical Heal. Instead of rolling your
Medical Die, treat the die as if it rolled its maximum
value, and add your proficiency bonus to the healing.
You can use Critical Heal a number of times equal to
your proficiency bonus, and you regain all expended
uses when you finish a long rest.
Medical Efficiency
At 9th level, you have learned how to use your
battlefield medical supplies with greater precision and
efficiency.
When you roll initiative and have no Medical Dice
remaining, you regain one expended Medical Die.
In addition, when you use Field Trained on a creature,
you can also provide emergency treatment. Choose one
of the following effects:
Steady the Body. The target can immediately repeat
one saving throw against being poisoned or diseased.
On a success, the effect ends.
Stop the Bleeding. You end one nonmagical effect on
the target that is causing it to lose hit points at the
start or end of its turns, provided the effect represents
bleeding, an open wound, or another injury that could
reasonably be treated with mundane medicine.
A creature can benefit from one of these additional
effects once per short or long rest.
Vital Shot
By 13th level, your knowledge of anatomy allows you to
identify weak points with frightening precision.
As a bonus action, choose one creature you can see
within 60 feet of you. Make a Wisdom (Medicine) check
against DC 23. On a success, you identify a vital point
on that creature for 1 minute.
For the duration, once per turn when you hit that
creature with a ranged weapon attack or a weapon
attack using a finesse weapon, you can deal your Sneak
Attack damage even if you do not have advantage on the attack roll and no enemy of the target is within 5
feet of it.
All other normal rules for Sneak Attack still apply. You
can still deal Sneak Attack only once per turn.
You can use Vital Shot a number of times equal to your
proficiency bonus, and you regain all expended uses
when you finish a long rest.
Adrenaline Shot
At 17th level, you have learned how to create a
dangerous but powerful stimulant capable of forcing a
body past its normal limits.
At the end of a long rest, you can create a number of
adrenaline doses equal to half your proficiency bonus,
rounded down. Each dose requires rare herbs and
medical supplies worth 50 gp. Unused doses lose their
potency when you finish your next long rest.
As an action, you can inject one dose into yourself or
one willing or incapacitated creature within 5 feet of
you.
The target regains hit points equal to 5d4 + your
Dexterity modifier. For the next 5 rounds, the target
gains the benefits of the haste and freedom of
movement spells. These effects do not require
concentration.
When the effect ends, the target is stunned until the
end of its next turn and gains one level of exhaustion.
This crash replaces the normal lethargy caused by the
haste spell ending.
If the target died within the last 5 minutes, you can use
this feature to revive it, provided the body is mostly
intact and the creature did not die of old age. The
target returns to life with the hit points restored by this
feature.
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