Rogue
Base Class: Rogue

From the shadows you come to help! With your medical training you have received in the past, you put it into good use on the battle field!

Fast Hands

Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves’ tools to disarm a trap or open a lock, or take the [Tooltip Not Found] action.

Help From Across The Field

When you chose this archetype at 3rd level, you have lightning fast reflexes when it comes to your allies. When an ally you can see is reduced to zero hit points, or if the ally is reduced to less than half of their total hit points, you can immediately use your reaction to move up to your movement speed to Dash towards them and expend 1d6 of your own health to either stabilize and bring to 1 hit point or expend either 1d4, 1d6, 1d8 health, where you take 4, 6 or 8 damage respectfully, and the ally gains the rolled amount.

Soul Swallower

When you deal damage to enemies, you can feel the energy leaving their bodies. Your brand will begin to glow if you choose to absorb the energy, gaining HP equal to that dealt.

 

Call of the Order

By 13th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items that are related to The Order.

Always Prepared to Help!

When you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10, the second round can only be used to improve the health state of you or an ally. You can’t use this feature when you are surprised.

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