Base Class: Rogue
Being a skilled practitioner of medical artistry, you are able to effectively combine your anatomical knowledge with precise strikes in combat. Rogues of this archetype might be back-alley doctors, combat medics, or well-known surgeons or doctors. Regardless of your background, you are as proficient with healing the injured as you are with slicing up your victims.
Medical Practicioner
At 3rd level, you gain proficiency with the herbalism kit and in Medicine. Also, you may choose to use your Intelligence modifier for Medicine checks.
Additionally, you scavenge nearby materials for use in first aid. At the end of a long rest, you may roll 2d4. You generate a Healer's Kit with that many uses. A Healer's Kit made in this way soils and expires after 24 hours have passed. You can only scavenge in this manner once per day.
This Healer’s Kit can heal 1d6 + your Intelligence or Wisdom modifier.
The die increases to 1d8 at 9th level, 1d10 at 13th level, and 1d12 at 17th level.
The die to determine the uses of the healer's kit increases to 3d4 at 9th level, 4d4 at 13th level, and 5d4 at 17th level. The minimum roll you can have is equal to your proficiency modifier.
Combat Medic
Also at 3rd level, whenever an ally within sight is below half health, you may use your Cunning Action to move up to half of your movement speed without provoking opportunity attacks towards the injured target.
If you end your movement within 5 feet of that target, you may expend any number of uses of your healer’s kit at once up to your proficiency modifier with the same Cunning Action.
Sculptor of Skin
At 9th level, you are now knowledgeable enough to perform surgery to alter the appearance of others. You may spend 8 hours performing surgery on a humanoid creature of a Medium size or smaller to alter their appearance. You cannot change their height, but you may change their skin color (on non-scaly creatures), hair color, facial features, and bodily features. However, this does not come without monetary cost. For each feature you change, it will cost 25gp.
After completing the surgery, the patient must succeed on a DC 10 Constitution Save + 5 for each time this creature has had this operation. On a fail, your patient will suffer these consequences:
- The patient will have visible scars and bruising for seven days.
- The patient will gain two levels of Exhaustion that can only be removed by having 2 long rests in succession.
You may also use this feature on deceased humanoid creatures of Medium size or smaller.
If the patient has suffered three failures, this feature cannot be performed on that patient again. This does not apply to deceased humanoids.
Remedy
At 13th level, you've incorporated a wider range of solutions to cures, to the point where your ability to cure patients borders on supernatural. Whenever you use your Combat Medic feature, you may also choose to end one condition afflicting it such as blinded, deafened, paralyzed, or poisoned conditions.
This feature fails with use on conditions from non-living sources. For example, the poisoned condition resulting from a poisoned blade or the blindness condition from a gibbering mouther’s Blinding Spittle can be ended using this feature. The poison and spit are the non-living source. However, a dragon’s Frightening Presence could not be ended because the dragon is a living source. Spells that cause the above conditions and have a duration of instantaneous can be ended by Remedy as well.
Blood Letting
Starting at 17th level, you know the literal ins and outs of the body, taking advantage of weakness and injury to deliver a fatal cut. Immediately after you deal your Sneak Attack damage to a creature on your turn, you cause the creature to suffer from internal wounds that make it suffer beyond the initial blow.
At the start of the creature's next turn, it suffers half the damage they took from your previous Sneak Attack. You may choose to use this after you hit the creature.
You may use this a number of times equal to your Intelligence or Wisdom modifier. You regain all uses at the end of a long rest.