Base Class: Rogue
Bonus Proficiencies
When choosing this archetype at 3rd level you gain proficiency with the Herbalism kit, The poisoners kit, and a skill in medicine. If you're already proficient with medicine, all proficiency checks are doubled. Additionally, when making medicine checks you can add your dexterity modifier to the result.
Surgical Precision
At 3rd level, your anatomical skill Prowess lets you exploit openings. On your turn you can choose to decrease sneak attack damage to inflict an injury, if you do so the target must succeed ( 8 + your proficiency bonus + your dexterity modifier) or suffer an injury that persists till the start of your next turn (injuries detailed below).
Hamstring: Speed of target becomes 0
Gut Shot: Creature has Disadvantage on all attack rolls
Skull Crack: All attacks against this target have advantage
Steady Hands
Starting at 9th level you can use your Bonus action granted by your Cunning action to use healers kit or make a medicine check to stabilize a dying creature. Additionally, when stabilizing 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 even more grievous wounds, you can now decrease your stealth attack damage by 5d6 to inflict one of the following injuries
Sever Tendons: The target becomes incapacitated
Eye Gouge: The target becomes blinded
Puncture arteries: The target takes 2d4 necrotic damage for every 5 feet they move. They take this damage even on forced movement
Lingering wounds
Starting at 17th level 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 now 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 choosing this archetype at 3rd level you gain proficiency with the Herbalism kit, The poisoners kit, and a skill in medicine. If you're already proficient with medicine, all proficiency checks are doubled. Additionally, when making medicine checks you can add your dexterity modifier to the result.
Surgical Precision
Hamstring: Speed of target becomes 0
Gut Shot: Creature has Disadvantage on all attack rolls
Skull Crack: All attacks against this target have advantage
Steady Hands
Starting at 9th level you can use your Bonus action granted by your Cunning action to use healers kit or make a medicine check to stabilize a dying creature. Additionally, when stabilizing a creature you can have them recover a number of hit points equal to your dexterity modifier.
Twist the Knife
Sever Tendons: The target becomes incapacitated
Eye Gouge: The target becomes blinded
Puncture arteries: The target takes 2d4 necrotic damage for every 5 feet they move. They take this damage even on forced movement
Lingering wounds
Starting at 17th level 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 now 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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