Base Class: Rogue
A different cut entirely, a surgeon is a rogue that has come from the bloodiest walk of life possible... that of a medic. Few things phase a rogue that has spent time seeing the worst that the battle field has to offer - roper bites, dragon burns, acid sprays and worse - and their in depth knowledge of anatomy can cut both ways on the battlefield. Unwise would be the one that underestimates the deadly precision of surgeon, for cutting things open was never the hard part of their job.
Paramedic Procedures
When you choose this archetype at 3rd level, you gain proficiency in Medicine. If you already have proficiency with Medicine, you can choose to gain proficiency in one of History, Nature, or tool proficiency with an Herbalism Kit.
Additionally, you can use the bonus action granted by your Cunning Action to use a make a Medicine check, administer or consume a Healing Potion, or use a Healer's Kit. When you use a Healer's Kit, the target regains additional hit points equal to your Wisdom modifier.
Anatomical Assessment
Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Medicine check targeting a creature with a DC equal to its AC to analyze its weak points. You have advantage on this roll against humanoid creatures, and disadvantage against constructs and elementals.
On success, you can use Sneak Attack against that target even if you don't have advantage on the attack roll as long as you make the attack with a dagger. Additionally, if you deal Sneak Attack damage with a dagger, you can re-roll a number of the Sneak Attack damage dice up to your Wisdom modifier (minimum 1). You must use the new rolls.
This benefit lasts for 1 minute or until you successfully use this feature against a different target.
Field Care
Starting at 9th level, during a short rest, you can clean and bind the wounds of up to six willing beasts and humanoids. Make a DC 10 Medicine check for each creature.
On a success, if a creature spends a Hit Die during this rest, the first hit die it expends is replaced by the maximum value of that die.
Medical Prodigy
Beginning at 13th level, you've incorporated a wider range of solutions to cures, to the point where your ability to cure patients borders on supernatural. You can make a Medicine check on a creature within 5 feet to cure it of blinded, deafened, paralyzed, or poisoned conditions.
If the condition was the result of failing a saving throw, the DC of the check is equal to the DC of the saving throw. Otherwise the DC is 10.
Anatomical Expertise
When you make a melee weapon attack against the target, you can cripple it inflicting one of the following conditions:
- Hamstring. You cripple the creature's locomotion, reducing its movement speed by half.
- Artery. You open a critical artery, causing it to take 4d4 piercing damage at the start of its turns.
- Larynx. You attack the creature's vocal apparatus. The target is muted and cannot speak or perform verbal components.
- Eyes. You strike the creature's eyes. The target is [condition]blinded[condition]
At the end of a crippled creatures turns, it makes a Constitution saving throw (DC 8 + your wisdom modifier + your proficiency). On success, the effect of the crippling wound ends.
You can do this a number of times equal to your Wisdom modifier. You regain expended all uses when you complete a long rest. Once a creature has saved against a wound type, they are immune to that wound type for 24 hours.
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Posted Apr 7, 2022Disclaimer: I did not make this subclass, all credit goes to KibblesTasty. I merely wanted to copy it for use into DNDBeyond.