Base Class: Rogue
When you choose this archetype at 3rd level, you gain proficiency with the herbalism kit, the poisoners kit, and the medicine skill. If you are already proficient in medicine, your proficiency bonus is doubled for all check made with it.
Additionally, when you make a medicine check you can add you dexterity modifier to the result.
Acute Diagnosis
Beginning at 3rd level, your extensive medical training becomes more effective, giving you new insight into an enemy's physiology. As a bonus action, you can make a Medicine check, against a creature you can see that isn’t incapacitated, contested by the target’s Deception check. On a success, you learn vital information about your target, including the following attributes: Damage Vulnerabilities, Damage Resistances, Damage Immunities, and Condition Immunities.
In addition, you can use the bonus action granted by your Cunning Action to use a healers kit or make a medicine check to stabilize a dying creature. Additionally, when you stabilize a creature you can have them recover a number of hit points equal to your Dexterity modifier.
Surgical Precision
At 3rd level your anatomical prowess lets you exploit openings in an opponents defense to inflict a debilitating injury on them.
When you deal sneak attack damage on your turn, you can choose to decrease your sneak attack damage to inflict an Injury. If you do so, the target must succeed on a Constitution saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) of suffer one of the effects detailed below. An Injury persists until the start of your next turn.
You can decrease your sneak attack damage by 2d6 to inflict one of the Lingering Wounds:
- Severed Tendons: The targets speed becomes 0.
- Concussion: The target has disadvantage on attack rolls.
- Internal Bleeding: Attacks against the target are made with advantage.
Field Surgery
Beginning at 9th level, your eyes are can flawlessly locate the injuries and damage imparted on an enemy, allowing you insight in key points of attack to deal the most damage. If your target has taken some form of physical damage within the last round of combat, you may give your next hit Sneak Attack damage. This feature can be used a number of times equal to your proficiency modifier. Lingering Wounds may still be imparted from the sneak attack.
Trauma Surgeon
Starting at 13th level your increasing skill allows you to cause even more grievous wounds. You can now decrease your sneak attack damage by 5d6 to inflict one of the following Wounds.
- Cranial Fractural: The target becomes incapacitated
- Eye Gouge: The target becomes blinded
- Punctured Lungs: The target takes 2d4 necrotic damage for every 5 feet they move. They take this damage even on forced movement.
Lingering Wounds
Starting at 17th level your injuries become harder to recover from.
When the effects of an injury would expire at the start of your turn, the target must instead make another Constitution saving throw against your Injury DC. On a failure the injury persists until the start of your next turn.
In addition, whenever the next attack you land on a Wounded target automatically gains Sneak Attack damage
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