Base Class: Rogue
A nimble Elf rushes to the aid of a fallen ally bearing little concern for her own life, only that of those around her. An advisor keeping their king in perfect condition no matter what poisons befall them, or a back alley physician working with the local mob getting paid handsomely for your discrete work.
Regardless of their motivations, all physicians have one goal in mind keep those important alive. For anyone in this field they find collecting a mass knowledge of local medicine and herbs to be exciting and rewarding. As well, as finding any new poisons for research or for defense.
Proficiencies
Tools: Herbalism kit
Skills: Medicine
Equipment
- Healer's kit
- Herbalism kit
Improved Healer's kit
At 3rd level, Being use to working in the field you created this specialized kit made of a extended leather pouch containing bandages, salves, salts and splints. The kit has 10 uses. As an action, anyone proficient with healer's kit can deplete 1 use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check.
You are able to restock 2 uses during a short rest or all uses of your Improved healer's kit during a long rest.
At 13th level, you are able to more efficiently restock your kit being able to restock 5 uses of your Improved healer's kit during a short rest.
Replacing the Improved healer's kit: If you lose your kit, you can create a new one by purchasing a common healer's kit and spending an additional 50 gold to collect the required herbs and instruments. Otherwise, you can attempt to forage for your required materials in the wild by attempting a Wisdom (Survival) check (DC 10).
First Aid
At 3rd level, you are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits with your Improved healer's kit:
- When you use your kit to stabilize a dying creature, that creature also regains 1 hit point.
- As an action, you can deplete 2 use of your kit to tend to a creature and restore a number of d6's (equal to your sneak attack) + your wisdom modifier in hit points to it.
- Also as an action, you can deplete 1 use of your kit to end either one disease or one condition afflicting a creature. The condition can be blinded, deafened, paralyzed, or poisoned.
Brink of Death
At 9th level, as an action, you put every piece of medical knowledge to use in a last ditch effort to save someone. If a humanoid creature has been dead for no longer then one minute, you can deplete 3 uses of your Improved healer's kit to bring them back to life with one hit point and a level of exhaustion. The target can not be brought back to life with this ability again until they have finished a long rest.
Smelling Salts
At 13th level, being used to late nights and long hours you always come prepared to wave off any side effects of exhaustion. As an action, you pull out a small thin glass vial filled with opaque white salts from your Improved healer's kit (depleting 6 uses of the kit) and breaking it under a creatures nose allows them to inhale the fumes, sending a jolt of energy through their body, reducing their exhaustion level by one.
Experimental Booster
After all your hardwork you finally developed a miracle elixir. As an action, you can inject one willing creature within 5 feet with a small needle to grant them the effect of the haste spell for 24 hours (no concentration required or after effect). When effected creature rolls damage for weapons during this time, roll three times the normal number of dice. When the effect ends the creature takes 5 levels of exhaustion, as they find their body overcome with extreme lethargy. Due to the rare and volatile nature of this elixir, you can only have 1 dose prepared at a time and must take 7 days to find and produce a dose after using this feature.
For example, a longsword would deal 3d8 slashing damage (instead of 1d8), or 3d10 slashing damage (instead of 1d10) when used with two hands.
Previous Versions
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7/10/2020 8:28:07 PM
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5
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Coming Soon
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7/10/2020 8:33:44 PM
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5
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1.5
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Coming Soon
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