Base Class: Rogue
The medic rogues emerged from a lack of opportunity. If you were working for the crime lords of a sect and didn't have a propensity for picking pockets, they would shift you to medicine and alchemy.
These crime bosses didn't want clerics, as they would have dual loyalty with the gods they were serving, and artificers with healing skills were expensive. It was best to take someone who was already in the organization and pigeon-hole them into one specific area.
With their nimble fingers, these Rogues had a natural aptitude for medicine. But their knowledge of humanoid anatomy had a deadly side effect - Striking their enemies with surgical precision.
Medicinal Practice
When you choose this archetype at 3rd level, you gain proficiency in the Medicine skill, as well as with alchemical supplies, if you don't already have it. Your proficiency bonus is doubled for any check you make that uses either of those proficiencies.
Emergency Medicine
Starting at 3rd level, you are able to use alchemical supplies to craft doses of healing tonic. These can be crafted as an injectable substance, salves, or syrups, depending on the preference of the Healer and their patients. Crafting a single dose of Emergency Medicine takes either a short rest or can be done as part of a long rest, you can have up to two doses available.
As an action, you can use a dose of Emergency Medicine to heal a target within 5 feet of you for a number of d6 equal to half your Level in this Class, rounded up. Only a Medic has the training to administer this medicine.
Pressure Points
At 9th level, your knowledge of anatomy gives you access to a creature's pressure points. As a action, you can make a creature within 5 feet of you make a Constitution save (DC 8 + your medicine skill modifier), stunning the creature if they fail. This stun lasts until the end of your next turn.
You can only use this feature once per long rest.
Quick Response
Starting at 13th level, when a friendly creature within 30 feet of you hits 0 HP, you may use your reaction to move up to your movement speed towards the creature. Moving in this way does not provoke opportunity attacks.
In addition, when you use the Medicine skill to successfully stabilize a creature, you may also restore them to 1 HP. You can do this a number of times equal to your proficiency bonus per long rest.
Adrenaline Dose
Starting at 17th level, when you use your Quick response feature to heal a creature when stabilising it, that creature may immediately take an action as adrenaline pumps through their veins.
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