Base Class: Rogue
Your focus is on the clinical precision belonging to specialized medical professionals. You might be a field doctor, patching up wounded soldiers. You might be a torturer, knowing exactly where to cut your victim.
As an archetypical Vivisectionist, you excel at hitting vital areas on the body, to somewhat hinder your opponent.
Bonus Proficiencies
When you choose this archetype at 3 level, you gain proficiency with the Medicine skill, with which you have expertise, and a Healer’s Kit. Additionally, whenever you use the Healer’s Kit to stabilize a creature, you give that creature 1 HP.
Vital Strike
Starting at 3 level, your expertise of the humanoid body grants you clarity on where to strike to inflict certain wounds.
Wounds. You learn 1 wounds of your choice, which are detailed under “Wounds” below. Many wounds enhance an attack in some way. You can only attempt to inflict a wound by using you cunning action before attacking. You learn additional wounds at Level 5,8 and 11.
Vital Wounds. Before making the attack roll, you can also choose to make the wound vital, by sacrificing an amount of D6’s from your sneak attack pool, to gain an increased or additional effect. The Vital Wound cost will be stated by each wound in the “Wounds” section below. You can use Vital Wounds up to a total of your intelligence modifier + 2(minimum of 3) this amount resets on long rest.
Saving Throws. Some of your wounds require your target to make a saving throw to resist the wound’s effect. The saving throw DC is calculated as follows:
Wound save DC = 8 + proficiency
bonus + your Intelligence modifier
Wounds:
Artery. The target takes 1 additional D6 damage to the sneak attack damage.
-Vital Wound. By sacrificing 3D6 from the sneak attack damage, the target gets vulnerability to the next damage roll made against it.
Hamstring. Target needs to make a Dexterity saving throw. If the target succeeds, no additional effect occurs. If the target fails, its speed is halved until the end of your next turn.
-Vital Wound. By sacrificing 2D6 from the sneak attack damage, the target’s speed becomes 0 instead.
Ocular cavity. The target needs to make a wisdom saving throw. If it fails, the target loses its reaction.
-Vital Wound. By sacrificing 2D6 from the sneak attack damage, the target is also blinded, until the start of its next turn.
Hemorrhaging. The target needs to make a Constitution saving throw. If it fails, the target takes an additional 2D4 damage at the end of its turn. -Vital Wound. By sacrificing 3D6 from the sneak attack damage, the target takes an additional 4D4 at the end of its turn.
Trachea. The target needs to make a Constitution saving throw. If it fails, the taget is unabled to speak until the end of its next turn. -Vital Wound. By sacrificing 5D6 from the sneak attack damage, the target starts suffocating and can make a Constitution saving throw at the end of its turn to stop suffocating.
Spinal. The target needs to make a Wisdom saving throw. If it fails the taget is stunned until the end of its next turn. -Vital Wound. By sacrificing 5d6 from the sneak attack damage, the target gets paralyzed instead until the end of its next turn.
Medical Examination
Starting at 9 level, If you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:
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Strength score
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Dexterity score
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Constitution score
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Current hit points
At the DM’s option, you might also realize whether the creature is suffering from any illness, disease, or curse, how old the target is, and its heritage.
Field Doctor
Beginning at 13 level, your medical expertise almost makes people confuse you for a cleric. You gain the lesser restoration spell, and the cure wounds spell, with which you can cast at 2 level.
If you spend an additional 10 minutes casting either spell (as if Ritual Casting), you can cast the cure wounds spell at 3 level, and change lesser restoration to Greater restoration. When you have cast both spells once, you regain the usage of both when you finish a long rest.
Sublime Surgery
At 17 level, your knowledge of the homanoid form exceeds most doctors and medical practitioners, with this knowledge you are abled to inflict large amounts of harm on the humanoid body. You can apply a vital wound to your sneak attack without sacrificing any damage dice. Once you do so, you can’t use this feature again until you finish a short or long rest.
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