Rogue
Base Class: Rogue

You are fascinated by the body and the myriad ways to heal or harm it. Your attacks are precise and anatomical, and your healing radical but effective. Plague doctors, surgeons, apothecaries, and scientists belong to this archetype.

Note: This is a playtesting build, and will receive tuning over time.

Student of Science

When you choose this archetype at 3rd level, you begin your study of medicine. You gain proficiency in the Medicine skill, and one from the Herbalism Kit, the Poisoner's Kit, or the Alchemist's Supplies.

During a long rest, you may spend two hours to craft any concoction from your chosen kit, for half cost and ignoring the usual time requirement. You may only carry a total number of concoctions created this way equal to 1 + your proficiency modifier. Any other material components are still necessary.

In addition, any concoction you create that has a DC uses 8 + your proficiency + your Intelligence modifier.

Alchemist's Supplies

These specialist tools include the various alchemical apparatus required to mix and create various compounds. Proficiency with these tools allows you to add your proficiency bonus to any ability checks you make using the tools in your craft.

Herbalism Kit

This kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify or apply herbs. Also, proficiency with this kit is required to create antitoxin and any potion of healing.

Poisoner's Kit

A poisoner's kit includes the vials, chemicals, and other equipment necessary for the creation of poisons. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to craft or use poisons.

Radical Treatment

At 3rd level, your willingness to perform risky medical procedures allows you to treat your allies in battle. As an action, you can treat a willing creature within 5 feet of you, healing them for 2d4 + your Rogue level. As part of this treatment, you must roll on the Radical Treatment table to determine the effects your patient suffers as a result of your methods.

You can use this feature a number of times equal to your Intelligence modifier per long rest, with a minimum of 1.

The healing from this ability increases by 2d4 at 9th, 13th, and 17th levels.

Radical Treatment Table

Roll a d12 on this table to determine the injury suffered by the patient as part of your Radical Treatment or Doctor of Death abilities. The player of the affected patient chooses how and where the injury manifests.

Unless otherwise specified, all of these injuries are temporary and can be healed. Magical healing requires expenditure of a spell slot of 4th level or above, and non-magical healing requires treatment over a long rest and a successful DC 18 Wisdom (Medicine) check.

Permanent injuries can only be removed by magical healing of 6th level and above.

d12 Roll Result
1 Painful Limp
2 Terrible Scar
3 Blood Loss
4 Weak Grip
5 Confusion
6 Mental Affliction
7 Blurred Vision
8 Lethargy
9 Lingering Pain
10-12 No effect


Painful Limp: 
You have a foot, leg, or ankle-related injury, giving you a lasting limp. Until the injury is healed, your walking speed is reduced by 10 feet, and you have disadvantage on Dexterity (Stealth) checks. This injury requires treatment.

Terrible Scar: You are healed, but still bear the marks of your ordeal. While the scar is visible, you gain +3 to Charisma (Intimidation) checks, and -2 to Charisma (Persuasion) checks. This is a permanent injury and can only be treated by magical means.

Blood Loss: Your ordeal has left you delicate and anemic. Until you are healed, your hit point maximum is reduced by a quarter. This injury requires treatment.

Weak Grip: You have an arm, shoulder, hand, wrist, or finger-related injury, giving you disadvantage on Dexterity checks and attack rolls involving the injured hand or arm. This injury requires treatment.

Confusion: Your traumatic experience has left you dazed and overwhelmed. Until you are healed, you have disadvantage on Intelligence checks made to recall knowledge, and disadvantage on Constitution saving throws made to maintain concentration on a spell. This injury will heal without treatment after a long rest.

Mental Affliction: You are healed in body, but not in spirit: your mind still bears scars from your ordeal. Whenever you face a foe in circumstances that remind you of the ones in which you were injured, you take a -5 to your Initiative roll. The severity of this affliction is your choice: whether it affects you even when the reminder is minor (eg. area, weather, time of day) or major (eg. specific enemy type, specific location type). This is a permanent injury and can only be treated by magical means, or through roleplay.

Blurred Vision: You have an eye, head, or face-related injury, making it hard for you to see clearly. You have disadvantage on Wisdom (Perception) checks that rely on sight until you are healed. This injury will heal without treatment after a long rest.

Lethargy: The injury and treatment have sapped your energy, leaving you drained and tired. You take two points of Exhaustion. This injury will heal without treatment following the rules of Exhaustion.

Lingering Pain: Your injury is vastly healed, but the lingering pain is a constant source of distraction, leaving you scattered and un-coordinated. Until you are healed, you cannot take both an Action and a Bonus action in a round. This injury requires treatment.

Student of Death

Starting at 9th level, your interest in anatomy compels you to take the next step in the pursuit of knowledge. Once per long rest, you may spend 10 minutes dissecting the corpse of a dead creature to better understand its biology. The creature must be a Large or smaller aberration, beast, celestial, dragon, fey, fiend, giant, humanoid, monstrosity, or plant.

Performing an autopsy gains you the following benefits until your next long rest:

  • You may use your Sneak Attack feature in combat even without having advantage, as long as the target is a creature of the same type as the autopsied corpse and you do not have disadvantage on the attack. All other rules for Sneak Attack still apply.
  • You have advantage on Wisdom (Medicine) checks relating to wounds inflicted by creatures of this type.
  • You are able to harvest any body parts you wish from the autopsied creature as part of your dissection.

During a long or short rest, you may study your notes from a previous dissection, restoring these benefits for the autopsied creature type. You may only receive these benefits for one creature type at a time. Autopsying or studying notes on a different creature switches these benefits to that creature type.

Doctor of Science

At 13th level, your scientific advances allow you proficiency in another from the Herbalism Kit, the Poisoner's Kit, or the Alchemist's Supplies.

In addition, your experiences have taught you how to avoid sickness. While your face is covered, you have advantage on Constitution saving throws to resist poison or disease.

Doctor of Death

At 17th level, you have mastered your knowledge of the body, allowing you to wrench the dying from the jaws of death. As an action, you can make a Wisdom (Medicine) check to perform emergency surgery on a creature that has died within the last minute. The DC for this check is 20 + the number of rounds since the creature died.

On a success, that creature returns to life with 1 hit point.  Roll on the Radical Treatment table to determine the lasting results of this procedure. On a failure, the treatment has no effect and the patient remains dead.

Once you have used this feature, you cannot use it again until you have completed your next long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
3/10/2021 3:58:15 PM
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Coming Soon
3/10/2021 6:22:51 PM
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1
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Coming Soon

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