Rogue
Base Class: Rogue

The streets you grew up on were dangerous for many reasons, but the true killer was the unseen one: basic health and hygiene. To protect yourself and the few you care for you’ve committed yourself to the study of the body in an attempt to not only take life but preserve life as well, even if the balance is a tad skewed. Now, the dagger you brandish is not your only blade, but the scalpel as well.

Medical Expertise

Whenever you choose this Archetype at 3rd level, you gain proficiency in the Medicine and Survival skills as well as a Healer’s Kit and a Poisoner’s Kit if you’re not already. Your proficiency bonus is doubled for any ability check you make that uses these skills or tools. Additionally, as an action on your turn, you may spend a number of charges from a Healer’s Kit up to your proficiency bonus to target a creature within 5ft. of you; that creature regains (1d4 + your proficiency) hit points for each charge spent in this way.

Examination

Starting at 3rd level, your study of natural and unnatural afflictions allows you to aid your allies and add to your repertoire. As a bonus action on your turn, you may cure an allied creature within 5ft. of you of one of the following conditions: Paralyzed, Poisoned, Prone, Stunned, Blinded, and Deafened. In addition, if the condition was inflicted by a hostile creature, you gain advantage on your next melee attack against that creature. You may use this feature a number of times equal to your proficiency bonus, and you regain all expended uses after a long rest. You must have a Healer’s Kit to use this feature.

Incision

At 3rd level, your knowledge of anatomy—humanoid or otherwise—allows you to take advantage of vulnerabilities you discover in your examinations. Whenever you use the Examination feature to cure an ally of a condition, you create a Vial of Affliction corresponding to the condition you cured (Vial of Poison, Vial of Stun, Vial of Paralysis, ect.). Whenever you would score a melee hit on a creature that would allow you to deal sneak attack damage, you may forgo dealing Sneak Attack damage to instead spend a Vial of Affliction to your target with the corresponding condition for 1d4 of its turns (ignoring condition immunities). You may only carry one Vial of Affliction of each type, and Vials of Affliction expire at the start of a long rest. You must have a Poisoner’s Kit to use this feature.

Tonic

When you reach 9th level in this class, you gain the ability to tune your Vials of Affliction to instead aid your allies by turning them into Tonic Vials. Whenever you use the Examination feature: you may forgo creating a Vial of Affliction to instead make a Tonic Vial. As an action on your turn, you may spend a Tonic Vial to target one allied creature within 5ft. of you; that creature gains the benefits of the expended Tonic Vial for 1 minute. You may only carry one Tonic Vial of each type, and Tonic Vials expire at the start of a long rest. You must have a Poisoner’s Kit to use this feature.

While a creature is under the influence of multiple Tonic Vials, that creature must make a Constitution saving throw at the start of each of their turns (DC = 13 + number of active Tonic Vials). On a failed save, the creature takes 1d6 poison damage for each Tonic Vial in their system.

Balanced Tonic

Gained when curing the Prone condition. A creature under the influence of the Prone Tonic gains advantage on Strength and Dexterity saving throws, and benefits from the Evasion feature.

Echolocation Tonic

Gained when curing the Deafness condition. A creature under the influence of the Echolocation Tonic gains 30ft. of Blindsight and Tremorsense.

Haste Tonic

Gained when curing the Paralysis condition. A creature under the influence of the Haste Tonic gains 10ft of movement and gains access to Cunning Actions.

Keen Eye Tonic

Gained when curing the Blindness condition. A creature under the influence of the Keen Eye target may make a ranged attack within the effective range of their weapon without the penalties of their target being behind cover (up to ¾ cover), and may make a ranged attack within the maximum range of their weapon without disadvantage. They also gain 30ft. of darkvision if they do not have darkvision already.

Quickdraw Tonic

Gained when curing the Stunned condition. A creature under the influence of the Quickdraw Tonic gains a second reaction on each round.

Regeneration Tonic

Gained when curing the Poisoned condition. A creature under the influence of the Regeneration Tonic gains temporary hit points at the beginning of each of their turns equal to a roll of your Sneak Attack dice. A creature cannot gain more temporary hit points than the maximum roll of your Sneak Attack dice in this way.

Scrutinize

Upon hitting 13th level in this class, your proficiency in your craft allows you to finish your work in record time. Whenever you spend your bonus action on the Examination feature, you may cure two additional conditions spread across any number of targets this turn. Whenever you gain advantage through the use of the Examination feature, the effects persist for as long as you have its Vial of Affliction prepared.

Elixir

Now at 13th level, you’ve developed a method of delivery for your Tonics that allows you to assist many allies simultaneously. As an action, you may spend one of your Tonic Vials to release a curative mist into the air; all allied creatures within 15ft. of you gain the benefits of the Tonic.

Autopsy

Finally at 17th level, death is now within your control. Whenever you use the Incision feature to inflict a creature with a condition it already has: you instead deal 15d6 poison damage to that creature.

Whenever you use the Tonic feature to administer a creature with a tonic that is already in its system: that creature instead regains hitpoints equal to a roll of your Sneak Attack dice.

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