Base Class: Rogue
Unassumingly plain in their position as medical professionals, surgeons are health care professionals specialised in anatomy; how the body works, what organ lies where and the approximate location of major (and minor) arteries and blood vessels of the human body. Knowledge like this could be used to save a person’s life… or end it if need be. Surgeons walk the line between life and death, the fate of their patients lie solely in their hands. They know the price of failure; keeping their hands steady and their mind sharp because they know that it’s never an option.
Paramedic
Your medical training has prepared you to be quick and efficient in any medical emergency. Starting at level 3 you can use a bonus action granted by your cunning action to do a wisdom (medicine) check or expend one use of a Healer'rs Kit.
Nerves of Steel
Nothing can escape your medically trained eye; a limp in one knee, an eyetwitch, or maybe an unusually peculiar blood vessel… Anything you see helps you seek out the enemy’s weak spots so you can hit them where it hurts.
Starting at level 3 you can as a free action on your turn, you can give yourself advantage on all attacks until the end of your turn.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Field Care
A full clinic was never a problem for you, and your training has prepared you to work even with the most rudimentary of tools.
Starting at level 9 once a day during a short rest you can clean and bind the wounds of up to six willing beasts and humanoids. If the creature expends a Hit Die during this rest, the first hit die it expends is replaced by the maximum value of that die.
Adrenaline Shot
“If you do not care for yourself then you cannot care for others,” is a saying that lives with you. Who said that medical solutions were only for patients?
At level 13 , you can give yourself Temporary Hit Points equal to your total level as an action on your turn. As part of this action you can end one effect on yourself that is causing you to be Blinded, Deafened, Frightened or Positioned
Once you use this feature, you can’t do so again until you finish a long rest.
Patient Zero
By level 17 you have hone in your trained eye on a single target, allowing you to know exactly where you should place your next attack. You pick one creature of your choice within 120 feet of yourself, the next time you roll Sneak Attack against that creature, you double the amount of Sneak Attack dice rolled.
This feature remains on the creature of your choice until its used or until you finish a short or long rest.
Previous Versions
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