Rogue
Base Class: Rogue

A traveling doctor offers cures and remedies to those in need - provided they have the coin. A graverobber leaves the cemetery not with gold and jewels, but with a more subtle treasure: corpses and organs. An undercity healer hosts a small practice, healing beggars, workers, and scoundrels alike.

The life of a rogue is not always defined by heists and assassinations. Some take to a less bombastic lifestyle, using study of the body and its intricacies to their advantage.

Original design by: IDLERED. All credits to them.

Bonus Proficiencies

When you choose this archetype at 3rd level, you gain proficiency with the herbalism kit and the Medicine skill, if you don't already have it, and you can use your Intelligence modifier instead of your Wisdom modifier for checks made with it.

First Aid

Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Medicine check or use a healer's kit to stabilize a creature.

Patchwork

At 3rd level, you can spend 1 minute treating a willing creature within 5 feet of you, causing it to regain hit points by spending a Hit Die. After a creature has spent a Hit Die using this ability, it can't do so again until it finishes a short or long rest.

Surgical Precision

Finally, at 3rd level, when you use your Sneak Attack feature on a creature, you can impose one of the following effects on that target: 

Anemia. It can't regain hit points until the start of your next turn.

Lethargy. Its movement speed is halved and it can't take reactions until the start of your next turn.

Weakness. It has disadvantage on your choice of Dexterity or Constitution saving throws until the start of your next turn.

Bloodletting

At 9th level, you can cast Lesser Restoration on a willing creature by using your herbalism kit. Casting it this way takes 1 minute, and doing so causes the target of the spell to lose a Hit Die. If it cannot, the spell has no effect.

Examine Corpse

At 13th level, you can examine the bodies of fallen creatures. If you spend at least 10 minutes dissecting the corpse of a Large or smaller aberration, beast, celestial, dragon, fey, fiend, giant, humanoid, monstrosity, or plant, you learn the anatomy of that creature inside and out. You gain the following benefits towards creatures that share a common creature type with the examined creature:

  • You can use your Sneak Attack feature on attacks made against them, even if you do not meet the otherwise required conditions to do so.
  • You have advantage on any Medicine checks related to them.

Examining the corpse of a humanoid only allows you to gain this benefit against humanoids that share a race with it (such as gnolls and orcs). You must spend at least 10 minutes of each long rest reviewing this information in order to maintain these benefits. The benefits also end if you study a different creature.

Miracle Worker

By 17th level, you have mastered medicine's effects on the body, allowing you to wrench the fallen from the cold grasp of death. You can cast Raise Dead using your herbalism kit. You must expend herbs and tonics worth at least 500 gp in order to do so.

Previous Versions

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