Hey, I was wondering if anyone knows a good class for a medical rouge, someone who uses their medcial knowledge about the human body to expertly and precisely attack the most vulnerable/painful parts of the human anatomy. There sadly isn't really a class that fits that particular archetype. I guess assasin would be the closest, but that's more about disgusing yourself to sneak up on your target and not really about abusing your knowledge about the human body to effectively kill.
An assassin has great knowledge of the humanoid anatomy because their goal is to get precise hits in that do the most amount of damage so they know where the vital organs are and how best to damage them. Without that knowledge they wouldn't be as effective at landing a critical blow and being able to get away quickly without being noticed till they are well good and gone. Assassin would be the closest to what you are looking at doing. You have to realize that if Dungeons and Dragons where based on real world damage, the assassin would be able to kill just about any humanoid they came across instantly as long as their aim was true. I hope that I helped clear that up some.
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Remember this is a game and it's suppose to be fun for everybody. Let's all have fun and kill monsters.
An assassin has great knowledge of the humanoid anatomy because their goal is to get precise hits in that do the most amount of damage so they know where the vital organs are and how best to damage them. Without that knowledge they wouldn't be as effective at landing a critical blow and being able to get away quickly without being noticed till they are well good and gone. Assassin would be the closest to what you are looking at doing. You have to realize that if Dungeons and Dragons where based on real world damage, the assassin would be able to kill just about any humanoid they came across instantly as long as their aim was true. I hope that I helped clear that up some.
No offense, butI already knew that much. The thing is, that that fact doesn't reflect in their skills. All they get is bonus damage against unaware enemies and bonuses to their disguises. I know that from a lore standpoint they would have the knowledge, but I want their abilities to reflect that. Why isn't there something like a ... I guess disabler(?) archetype, that allows for disabling the enemy with specifically aimed attacks to hurt them. Why aren't there any abilities like "go for the eyes" to blind your enemies and give them disadvantage to their attacks or "cut the tendons" that impede the enemies movements. Or how about "keep quiet"? A strike at the enemies throat in an attempt to silence them and prevent them from calling for reinforcements (or interupt a spellcaster while chanting). Those are attacks much more fitting for a rogue and I'm surprised that there doesn't seem to be anything like that in the game (I noticed that the entire rogue class in D&D seems much more akin to a typical thief class as a whole, which is usually more focused around stealth and ranged fighting. rogues on the other hand tend to be the a more close range combat focused alternative to the thief, in my experience at least).
Hey, I was wondering if anyone knows a good class for a medical rouge, someone who uses their medcial knowledge about the human body to expertly and precisely attack the most vulnerable/painful parts of the human anatomy. There sadly isn't really a class that fits that particular archetype. I guess assasin would be the closest, but that's more about disgusing yourself to sneak up on your target and not really about abusing your knowledge about the human body to effectively kill.
Inquisitive rogue: As an archetypal Inquisitive, you excel at rooting out secrets and unraveling mysteries. You rely on your sharp eye for detail, but also on your finely honed ability to read the words and deeds of other creatures to determine their true intent. You excel at defeating creatures that hide among and prey upon ordinary folk, and your mastery of lore and your sharp eye make you well equipped to expose and end hidden evils.
Insightful Fighting
At 3rd level, you gain the ability to decipher an opponent’s tactics and develop a counter to them. As a bonus action, you make a Wisdom (Insight) check against a creature you can see that isn’t incapacitated, contested by the target’s Charisma (Deception) check. If you succeed, you can use your Sneak Attack against that target even if you don't have advantage on the attack roll, but not if you have disadvantage on it.
This benefit lasts for 1 minute or until you successfully use this feature against a different target.
Eye for Weakness
At 17th level, you learn to exploit a creature’s weaknesses by carefully studying its tactics and movement. While your Insightful Fighting feature applies to a creature, your Sneak Attack damage against that creature increases by 3d6.
Those are the closest rogue has currently to your type of Rogue. This.... this is a tremendous disappointment.
Your idea of a rogue, SHOULD exist, but yet it does not. "medical rogue" is a misleading name... Disabler was a better fit. I personally, now that you spelled out the specifics think "Sabotuer" would be an appropriate title for the Rogue Archtype.
Sabotuers, not only can disable traps, but creatures as well.
I just realised I had actually made a Rogue subclass KIND OF similar to the above idea, albeit taken slightly from another angle: the Sapper
It plays less on the imposition of conditions (which I find extremely interesting now that I thought about it thanks to the OP), and more on ways to create opening for your companions in combat.
Not exactly what the OP wanted, but it somewhat in that direction.
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Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
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Hey, I was wondering if anyone knows a good class for a medical rouge, someone who uses their medcial knowledge about the human body to expertly and precisely attack the most vulnerable/painful parts of the human anatomy. There sadly isn't really a class that fits that particular archetype. I guess assasin would be the closest, but that's more about disgusing yourself to sneak up on your target and not really about abusing your knowledge about the human body to effectively kill.
An assassin has great knowledge of the humanoid anatomy because their goal is to get precise hits in that do the most amount of damage so they know where the vital organs are and how best to damage them. Without that knowledge they wouldn't be as effective at landing a critical blow and being able to get away quickly without being noticed till they are well good and gone. Assassin would be the closest to what you are looking at doing. You have to realize that if Dungeons and Dragons where based on real world damage, the assassin would be able to kill just about any humanoid they came across instantly as long as their aim was true. I hope that I helped clear that up some.
Remember this is a game and it's suppose to be fun for everybody. Let's all have fun and kill monsters.
No offense, butI already knew that much. The thing is, that that fact doesn't reflect in their skills. All they get is bonus damage against unaware enemies and bonuses to their disguises. I know that from a lore standpoint they would have the knowledge, but I want their abilities to reflect that. Why isn't there something like a ... I guess disabler(?) archetype, that allows for disabling the enemy with specifically aimed attacks to hurt them. Why aren't there any abilities like "go for the eyes" to blind your enemies and give them disadvantage to their attacks or "cut the tendons" that impede the enemies movements. Or how about "keep quiet"? A strike at the enemies throat in an attempt to silence them and prevent them from calling for reinforcements (or interupt a spellcaster while chanting). Those are attacks much more fitting for a rogue and I'm surprised that there doesn't seem to be anything like that in the game (I noticed that the entire rogue class in D&D seems much more akin to a typical thief class as a whole, which is usually more focused around stealth and ranged fighting. rogues on the other hand tend to be the a more close range combat focused alternative to the thief, in my experience at least).
This is indeed a void in the Rogue archetypes, and looks like good ground for an homebrew subclass (tinkering gears ticking).
Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
Inquisitive rogue:
As an archetypal Inquisitive, you excel at rooting out secrets and unraveling mysteries. You rely on your sharp eye for detail, but also on your finely honed ability to read the words and deeds of other creatures to determine their true intent. You excel at defeating creatures that hide among and prey upon ordinary folk, and your mastery of lore and your sharp eye make you well equipped to expose and end hidden evils.
Insightful Fighting
At 3rd level, you gain the ability to decipher an opponent’s tactics and develop a counter to them. As a bonus action, you make a Wisdom (Insight) check against a creature you can see that isn’t incapacitated, contested by the target’s Charisma (Deception) check. If you succeed, you can use your Sneak Attack against that target even if you don't have advantage on the attack roll, but not if you have disadvantage on it.
This benefit lasts for 1 minute or until you successfully use this feature against a different target.
Eye for Weakness
At 17th level, you learn to exploit a creature’s weaknesses by carefully studying its tactics and movement. While your Insightful Fighting feature applies to a creature, your Sneak Attack damage against that creature increases by 3d6.
Those are the closest rogue has currently to your type of Rogue. This.... this is a tremendous disappointment.
Your idea of a rogue, SHOULD exist, but yet it does not. "medical rogue" is a misleading name... Disabler was a better fit. I personally, now that you spelled out the specifics think "Sabotuer" would be an appropriate title for the Rogue Archtype.
Sabotuers, not only can disable traps, but creatures as well.
Blank
I just realised I had actually made a Rogue subclass KIND OF similar to the above idea, albeit taken slightly from another angle: the Sapper
It plays less on the imposition of conditions (which I find extremely interesting now that I thought about it thanks to the OP), and more on ways to create opening for your companions in combat.
Not exactly what the OP wanted, but it somewhat in that direction.
Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games