Base Class: Rogue
Healthcare was mandatory for the people of the Coast of Moriae, but for those in unsavory professions, divine intervention or well-trained physicians were not an option.
The Draconic Lords of Assek diverted some of their thieves to minor alchemical training, so they could repair the combative members of the organization. With their nimble fingers, the rogues had a natural aptitude for medicine.
But their knowledge of humanoid anatomy had a deadly side effects, striking their enemies with surgical precision.
Informal Training
You have proficiency with the Medicine skill and Alchemist's Supplies, and can double your proficiency bonus to skill checks you make with both.
Emergency Medicine
As part of a short rest, you can use your alchemist's supplies to craft a number of doses of potent healing medicine equal to your proficiency bonus. These doses heal a number of d6s equal to half your Rogue level rounded up.
You can administer these doses to a creature you touch as a bonus action. These must be administered by the Rogue that crafted them.
Pressure Points
Your knowledge of anatomy allows you to immobilize a creature you touch. As an action, you can make a Wisdom (Medicine) check contested by a creature's Constitution check. If you succeed, the creature is stunned.
You can use your bonus action on following turns to maintain this effect, repeating the contest each time.
Once you use this feature, you must finish a long rest before you can use it again.
Quick Response
When a creature within 30 feet of you hits 0 HP, you can use your reaction to move up to your movement speed in their direction without provoking opportunity attacks.
Additionally, after you stabilize a creature at 0 HP, you can choose to give the creature 1 HP an amount of times per long rest equal to your proficiency bonus.
Jolt of Adrenaline
After you heal a creature with your Emergency Medicine, the creature can immediately take one action.
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