Rogue
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. 

 

Comments

Posts Quoted:
Reply
Clear All Quotes