Base Class: Rogue
A supportive rogue subclass that uses their talent for stealth to safeguard their allies.
Anatomy Dice
Anatomy Dice. You have a number of Anatomy dice = to your intelligence modifier (minimum of 1), which are d4s. A training die is expended when you use it. You regain all your expended anatomy dice when you finish a short or long rest.
You must expend at least 1 Anatomy Dice whenever you use a Training and you may expend any additional number to empower the features effect.
First Aid
You have begun implementing your medical background while in the heat of combat. As an action, you can apply basic first aid to an adjacent creature you can touch, healing the target for 1d6 hit points. This increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Additionally, you can expend Anatomy Dice for two different functions while using First Aid.
- You may expend an Anatomy Dice before you roll for the healing, to add an additional 1d6.
- You may expend an Anatomy Dice after the roll, to reroll 1d6.
You can use this feature a number of times equal to your Intelligence modifier + 1. You regain any expended uses when you finish a Short Rest.
Trainings
When you choose this archetype at 3rd level, you have begun experimenting with how to use your training as a medic to better aid you in combat by using special die called an Anatomy dice.
Trainings. You begin experimenting with two Trainings of your choice, which are detailed under “Trainings” below. Trainings can enhance an attack in some way. You can use only one Training per round, but as many Anatomy Dice as you choose.
You learn 1 additional Training of your choice at 5, 9, 15 and 17 level.
Anatomy Dice. You have a number of Anatomy dice = to your intelligence modifier (minimum of 1), which are d4s. A training die is expended when you use it. You regain all your expended anatomy dice when you finish a short or long rest.
You must expend at least 1 Anatomy Dice whenever you use a Training and you may expend any additional number to empower the features effect.
Cripple
You can expend an Anatomy Dice as you make an attack that targets a limb, such as a leg or a wing, in order to inhibit a creature’s movement. That creature must make a constitution saving throw equal to 11 + the roll of your Anatomy Dice.
On a success the target's speed is reduced by half.
Distracted Aid
You can expend an Anatomy Die before you make an attack to immediately use First Aid as a bonus action. You add an additional amount, equal to the roll of the Anatomy Die.
If 2 or more Anatomy Die are used, you heal for the total of the Anatomy Die’s roll.
Impair Grip
You can expend an Anatomy Dice as you make an attack that targets an extremity, such as a hand or claw, that is holding an item. That creature must make a Strength saving throw equal to 11 + the roll of your Anatomy Dice. On a success the creature drops the item and their extremity is disabled.
Impair Organ
You can expend an Anatomy Dice as you make an attack that targets a unique organ in order to disable a creature’s natural ability, such as its fire breath or poisonous sting. That creature must make a Constitution saving throw equal to 11 + the roll of your Anatomy Dice.
Your DM may determine an ability cannot be disabled in this way.
Impair Sight
You can expend an Anatomy Dice as you make an attack that targets the eye or eyes of a creature in order to visually impair it. That creature must make a dexterity saving throw equal to 11 + the roll of your Anatomy Dice. Depending on the creature the DM decides how and if it can be blinded.
Pierce Trachea
Before you make an attack, you can expend an Anatomy Die to target the throat of a humanoid creature in an attempt to silence them and add the roll of the Anatomy dice to the attack. If the attack connects, that creature must make a constitution saving throw equal to 11 + the roll of your Anatomy Dice, if they fail, they are unable to speak, call out or cast the verbal component for spells.
Steady Breathing
You may expend an Anatomy Dice to remove disadvantage when attacking from long range, ignore three-quarters cover, and add the anatomy dice’s roll to the attack and damage rolls.
If more than one Anatomy die was rolled, the range of your attack doubles.
Subsequent Attack
You can expend an Anatomy Dice to call out to an ally, to follow up with your attack, that creature may use their reaction to attack a target of their choice within range and adds the roll of the Anatomy dice to their attack.
Diagnosis
By 5th level you have learned to treat hostile scenarios as just another day at the office. As an action you study a living creature and gain vital insight towards its physical state. You learn one of the targets following statistics: Damage Vulnerabilities, Damage Resistances, Damage immunities, Highest Saving Throw, Lowest Saving Throw, or whether or not the creature is below half its health.
You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain expended uses when you finish a Short Rest.
Combat Rush
As a bonus action you can expend four Anatomy Dice to roll your next attack with advantage and deal an additional 3d6 damage on your sneak attack. Additionally, whenever you kill or knock a creature unconscious you regain an Anatomy Dice.
Adrenaline Shot
Having reached 18th level you have experienced enough battles that the desire to slay your foes overpowers your instincts for self-preservation. As a bonus action you inject
yourself with a concoction of your own creation designed to improve your speed and reflexes. Your body surges with energy as you benefit from effects identical to that of the Haste spell. Unlike the spell however this ability lasts for 5 minutes. These effects are physical rather than magical and cannot be dispelled. Only your body can benefit from this ability due to your years of experiments.
You may use this feature once per long rest.
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