Rogue
Base Class: Rogue

Forced out of your life as a doctor, you are forced to break your oath to do no harm, but at the same time you must still keep your allies alive. Your skill with medieval-based medicine has taught you how to put creatures down just as fast as you can heal them. Your life is now in a constant state of moral dilemmas, are the lives of your allies worth getting the blood of many on your hand?

Medical Training

Starting at 3rd level, you gain Expertise in Medicine and it uses your Intelligence Score.

Emergency Stabilization

When you choose this archetype at 3rd level, you gain the ability to stabilize a dying creature and heal it a number of hit points equal to your rogue level using your cunning action. You can use this ability a number of times equal to your Intelligence Modifier per long rest. 

Double-Edged Medicine

When you choose this archetype at 3rd level, you gain the ability to use the Combat Syringe, a weapon that is designed to be used as both a dagger and syringe. You can use this weapon for both attack and support. When this is used against an enemy it does the standard 1d4 damage as a dagger and qualifies for Sneak Attack. However, you can choose to flip from the dagger to the syringe and heal them, but healing in combat can be very complicated, so before you heal them you must make a Medicine Check to make sure you stick them in the most effective place. On a Natural 20 Medicine Check, they heal a number of hit points equal to (2 x Sneak Attack) + Intelligence Modifier. On a 16 or higher Medicine Check, they heal a number of hit points equal to Sneak Attack + Intelligence Modifier. On a 11-15 Medicine Check, they heal a number of hit points equal to (1/2 Sneak Attack rounded up) + Intelligence Modifier. On a 10 or lower Medicine Check, they heal a number of hit points equal to (1/4 Sneak Attack rounded up) + Intelligence Modifier. On a Natural 1 Medicine Check, they heal a number of hit points equal to your Intelligence Modifier. This ability can only be used once per turn. This can be used a number of times equal to your Proficiency Bonus per long rest, and can regain one use on a Short Rest by spending the time crafting more of the healing remedy. If the combat syringe is broken or lost, it can be replaced at a black market vendor for 50gp.

Residual Magic

Starting at 9th level, the use of the magical healing remedy on your combat syringes has resulted in them becoming innately magical. Your Combat Syringe is now considered magical for overcoming nonmagical resistances and immunities.

Restorative Remedy

Starting at 9th level, you are able to create an additional healing remedy called the “Restorative Remedy,” and it acts as the Lesser Restoration spell. It can cure a disease or a condition effecting the creature. The condition can be blinded, deafened, paralyzed or poisoned.

Forensic Studies

Starting at 9th level, you are able to recognize a few specific details about how a creature died by examining the body for 1 minute.

You can learn these details:

  • Whether the creature was caught by surprise.
  • What killed creature, such as a specific type of weapon, poison, or spell.
  • The type of creature that killed it, such as a beast or undead. If you have seen the exact kind of creature that killed the target before, you know it as well.

Miracle Worker

Starting at 9th level, you gain the ability to perform emergency surgery on a fallen ally. When an ally dies within 60 seconds, you can spend an hour performing emergency surgery to try to save them. This also costs 100 gp in medical supplies. If you use this ability, you must make a Medicine Check with a DC at the DM’s discretion. If you are successful, you suffer 1 point of exhaustion, the ally comes back to life with 1 hp and the target takes a -4 penalty to all Attack Rolls, Saving Throws, and Ability Checks. Every time the creature finishes a long rest, the penalty is reduced by 1 until it disappears. After you use this ability, you cannot use it again for 1d4 long rests.

Experimental Infusions

Starting at 13th level, when you use your Combat Syringe to administer a healing remedy, it gives an extra effect to whoever received it. When administering a Healing Remedy, roll a d4 and consult the table.

d4

Effect

1

Adrenaline: The target’s movement speed is doubled on its next turn.

2

Bolster: The target is immune to fear for the next minute.

3

Focus: The target has advantage on the next Attack Roll, Saving Throw, or Ability Check it makes within the next minute.

4

Toughen: The target gains 10 temporary hit points for the next minute.

Anatomical Weakness

Starting at 13th level, your knowledge of anatomy allows you to pierce through the strongest of defenses. Your Combat Syringe ignores resistances to Bludgeoning, Piercing, and Slashing Damage and treats immunities to Bludgeoning, Piercing, and Slashing Damage as resistances. Also, can roll the maximum for on a number of Sneak Attack die equal to Proficiency Bonus once per short rest.

No One Dies On My Watch!

Starting at 13th level, you can spend 24 hours performing surgery on a number of allies equal to your Intelligence Modifier. The surgery costs 150 gp in medical supplies per every target participating. First, you must make a DC 20 Medicine Check or those participating in the surgery will suffer damage of a number of hit points equal to your sneak attack. During this surgery, each target participating must make two constitution saving throws, if they succeed on both nothing happens, but if they fail, they take 3 x your Medicine Modifier for each saving throw failed and if they failed both saving throws, they fall unconscious aswell. If you succeed the DC 20 Medicine Check, your allies will be under the effects of Death Ward until they hit 0 hit points, in which they will be given a burst of adrenaline that brings them back to 1 hit point. Once you complete this surgery you and those participating immediately suffer 2 points of exhaustion.

Perfected Remedy

Starting at 17th level, you have perfected your healing remedy. You no longer have to roll a medicine check, unless you want to try to get a Natural 20. Your Healing Remedy now heals a target for a minimum of 40 hit points and will remove blindness, deafness, and cure any disease.

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