Rogue
Base Class: Rogue

In modern Tharia, healer is no longer always a priest or member of the clergy. During the Grim Decade, Tharia was dependent on a new breed of healer – the doctors. Doctors not only practice magic, but also dedicate themselves to the study of medicine and scientific research.

Spellcasting

When you reach 3rd level, you gain the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the artificer spell list.

Cantrips

You learn three cantrips: spare the dying and two other cantrips of your choice from the cleric spell list. You learn another artificer cantrip of your choice at 10th level.

Spell Slots

The Doctor Spellcasting table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

Spells Known of 1st-Level and Higher

You know three 1st-level cleric spells of your choice, two of which you must choose from the evocation and necromancy spells on the cleric spell list.

The Spells Known column of the Doctor Spellcasting table shows when you learn more cleric spells of 1st level or higher. Each of these spells must be an evocation or necromancy spell of your choice and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the cleric spells you know with another spell of your choice from the cleric spell list. The new spell must be of a level for which you have spell slots, and it must be an evocation or necromancy spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability

Intelligence is your spellcasting ability for your cleric spells since you learn your spells through dedicated study and memorization rather than divine practice. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Doctor Spellcasting

Rogue

Level

Cantrips

Known

Spells

Known

— Spell Slots per Spell Level —

1st

2nd

3rd

4th

3rd

3

3

2

—

—

—

4th

3

4

3

—

—

—

5th

3

4

3

—

—

—

6th

3

4

3

—

—

—

7th

3

5

4

2

—

—

8th

3

6

4

2

—

—

9th

3

6

4

2

—

—

10th

4

7

4

3

—

—

11th

4

8

4

3

—

—

12th

4

8

4

3

—

—

13th

4

9

4

3

2

—

14th

4

10

4

3

2

—

15th

4

10

4

3

2

—

16th

4

11

4

3

3

—

17th

4

11

4

3

3

—

18th

4

11

4

3

3

—

19th

4

12

4

3

3

1

20th

4

13

4

3

3

1

Arcane Instruments

When you take this archtype at 3rd level, you gain a unique healers kit that replenishes automatically on a long rest. This is your signature healing kit, that you also rely on as your spellcasting focus (similar to how an artificer relies on their tools). In addition to the normal uses of a healing kit, you can also use an action to allow a target to spend their hit die and add both their constitution modifier and your intelligence modifier to the amount they heal.

Grim Salvage

Starting at 9th level, you can surgically harvest parts from dead monsters and preserve them for future use. You can spend 10 minutes with the corpse of a non-construct creature that has been dead for no longer that 10 days. Make a medicine check, the DC of which is equal to the challenge rating of the creature + 5 (roll with disadvantage if the creature has been dead over 5 days). On a success, you harvest and organ that does one of the following, so long as the creature has that ability. You may only attempt this ability once per dead creature.

The organ can be used once to replicate the ability of the creature it came from, then it is destroyed. Any damage, save DCs, and modifiers are identical to what they were when the creature was alive.

Poison – you extract the venom a creature uses. If the creature adds poison damage to any of its attacks, you can harvest a vial of that poison. You may use a bonus action to apply the same poison to one of your weapons. The next time that weapon hits a creature in the next minute, they suffer the effects of that poison.

Breath Weapon – you extract the gland responsible for the creature’s breath attack. As an action, you can activate the gland and unleash its deadly payload.

Gaze effect – you extract the eyes or other part a creature uses for a gaze ability. As an action, you can activate that organ and use the gaze ability on a creature within range.

Innate spellcasting – You extract a biological element that produces magic. When you harvest this organ, choose a spell of 6th level or lower from the creature innate spellcasting list. You can cast that spell through the organ once, taking the spells normal casting time. A wizard can also dissect the organ to transcribe that spell into their Spellbook, as it were a spell scroll.

Mindful Medicine

Starting at 3rd level when you take this class, you gain proficiency in the Medicine skill. If you are already proficient your proficiency bonus is doubled. As part of your cunning action, you can now take the ‘use object’ action as a bonus action including when using a healer’s kit.

Surgical Strike

Starting at 3rd level While using a light weapon, you strike with surgical precision. After hitting a target with your sneak attack, the target cannot be healed by any means until the end of its next turn.

Poisoners Strike

Starting at 13th level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal poison damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 6d8. If a creature is dropped to 0 by your poison it does not die and is instead paralyzed for the next 24 hours.

Adept Immunization

At 17th level, you’ve established a routine of administering small doses of poison to yourself in order to build up your body’s defences. You are now resistant to poison damage and have advantage on saving throws vs. disease and poison.

The Doctor Image

Comments

Posts Quoted:
Reply
Clear All Quotes