Base Class: Rogue
You have learned and practiced the medical arts for many years. You may have been trained at a prestigious university, or perhaps you were apprenticed to the local apothecary, but either way you now practice medicine on the field of battle. You excel at keeping your allies in the fight, but your extensive knowledge of the body does not leave you defenseless.
Bonus Proficiencies
When you choose this archetype at 3rd level, you gain proficiency in the Medicine skill and the herbalism kit and your proficiency bonus is doubled for any ability check using those skills.
Combat Medicine
Starting at 3rd level, you can quickly bind wounds and treat injuries on the battlefield. You have a pool of d6s that represent your ability to heal wounds suffered in combat. The number of dice in the pool is equal to your Sneak Attack damage, as shown in the Sneak Attack column of the Rogue table. As a bonus action, you can choose one creature within 5 feet of you and spend any number of those dice. Roll the dice and add them together. The target regains hit points equal to the number rolled plus your Wisdom modifier.
You regain all expended dice when you finish a short or long rest.
Anatomical Knowledge
At 3rd level, you can use your medical knowledge to improve your combat prowess. When you make an attack roll against a creature, you can expend one die from your Combat Medicine pool to add your Wisdom modifier to the attack roll. You can decide to use this feature after rolling the d20, but before the DM tells you whether the attack hits or misses. If the attack hits, you can deal your Sneak Attack damage to the target, though you can still only deal Sneak Attack damage once per turn.
Triage
Starting at 9th level, you can more effectively treat and bandage wounds during a short rest. You can choose one creature and tend to their wounds. That creature regains the maximum number of hit points when they expend hit dice, rather than rolling.
Lifesaving Measures
Starting at 13th level, when you roll initiative and have no uses of Combat Medicine remaining, you regain one die. Additionally, when you tend the wounds of someone using your Triage feature, you can also end either one disease or one condition afflicting them. The condition can be blinded, deafened, paralyzed, or poisoned.
Surgical Precision
At 17th level, you can invoke your surgical knowledge to deal grievous injuries to your foes. When you deal Sneak Attack damage to a creature, you can force the creature to make a Constitution saving throw. The DC equals 8 + your proficiency bonus + your Wisdom modifier. If the check is successful, you can cause the foe to suffer one of the following injuries:
- Eye Gouge. The target is blinded.
- Sever Tendon. The target is knocked prone and must use all of its movement to stand up. Its speed is reduced by half.
- Puncture Artery. The target takes 1d6 necrotic damage for every 5 feet it moves.
The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. With your DM's permission, you can cause some other injury, with the effects being determined by the DM. You can cause an injury in this way a number of times equal to your Wisdom modifier. You regain all expended uses of this feature when you finish a long rest.
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