Rogue
Base Class: Rogue

Not born with magic and not having the favor of a god these medics have to help with fast and dirty medicines to heal and buff allies and sometimes hinder the enemy.

Combat Experience

You can now use a healers kit and stabilize a creature as a bonus action.

Field Medicine

Field Techniques. You learn three Field Techniques of your choice, which are detailed under “Field Techniques” below. Many Field Techniques enhance an ally in some way. An ally can only be affected by one Field technique at a time

 You can be the target of your field techniques. you can only be affected by one technique at a time.

You learn one additional Field Technique of your choice at 9th, 13th, and 17th level. After a short rest you can replace one Field Technique with another.

 

Field Kit. You have double proficiency bonus amount of charges in your field kit. You regain your proficiency bonus amount of charges on a short rest. You recover all charges on a long rest.

 

Saving Throws. Some of your Field Techniques require your target to make a saving throw to resist the Field Techniques’ effects. The saving throw DC is calculated as follows:

 

Field Technique save DC = 8 + your proficiency bonus + your Wisdom

Adrenaline Shot

As a bonus action, you spend 1 charge and give a creature within 15 ft of you the ability to make an extra attack with disadvantage once on their turn. Spend another charge to make it a straight roll.

Antitoxin

As an action you can spend 3 charges to use the lesser restoration spell for free.

Booster Shot

As an action choose up to 4 creatures within 30ft of you. Each target gains your wisdom modifier amount of temporary hit point per charge spent up to wisdom modifier amount of charges.

Combat Stimulant

Combat stimulant - As an action spend 3 charges and give a creature within 15 ft of you +2 to their ac for 1 min.

Greater antitoxin

As an action you can spend 4 charges to use the Greater restoration spell for free.

Maim

Maim - when you hit an attack you can spend 2 charges and roll a D4 on the table to determine the effect. If the attack was affected by sneak attack you can instead choose the effect.

    1. Head - The creature has disadvantage on Intelligence and Wisdom saving throws until the end of its next turn
    2. Arms - The creature has disadvantage on weapon attacks until the end of its next turn
    3. Legs - The creature has a movement speed of 0 until the end of its next turn
    4. Torso - Creatures attacking the target have advantage on it till the end of its next turn

Mental Stimulant

As an action you spend 2 charges to give a creature a bonus to their Wisdom and Intelligence ability checks and saving throws equal to your Wisdom modifier for 10 minutes

Opiod

As an action you can expend 4 charges and throw a dart at a creature within 60 ft of you. the creature has to make a Constitution saving throw or be incapasitated for 1 min. They can repeat the save at the end of their turn.

Patch up

As an action, you spend 1 charge of your kit to heal a creature within 5 ft of you. The amount healed is equal to a roll of your sneak attack die. A creature can only benefit from this half your proficiency rounded down per long rest. 

Physical Stimulant

As an action you spend 2 charges to give a creature a bonus to their Strength and Constitution ability checks and saving throws equal to your Wisdom modifier for 10 minutes

Placebo

As an action you can expend 1 charge and throw a dart at a creature with the range of 60ft. The creature has to make a Wisdom saving throw or be poisoned for 1 minute. Only works on creatures that speak a language.

Pocket sand

As an action you spend 1 charge and throw sand at a creature within 10 ft of you. If they fail a dexterity saving throw they are blind until the end of your next turn.

Speed

As a bonus action spend all remaining charges and increase your movement speed by ten ft for each charge spent.

Stim pack

Spend 1 charge and deal 3d4 damage to a target in a 30ft range and give them two extra attacks on their turn

THC

As an action you can expend 2 charges and throw a dart at a creature within 60 ft of you. the creature has to make a Constitution saving throw or be incapasitated till the end of its next turn

Vitamins and Minerals

You can give out Vitamins to up to 6 creatures at the end of a short/long rest. They can eat the vitamin as a free action and get a bonus to a saving throw, ability check, or attack roll equal to your Wisdom modifier. They can do this once per short/long rest.

Field research

You can examine the corpse of a dead creature to determine its highest and lowest stat, and any resistances, immunities, and vulnerabilities it has.

Stronger Medicine

When you use a Field Technique you can spend 3 more charges to make it take a bonus action or 6 more charges to make it a reaction.

Miracle Drug

After many battles and seeing so much death you've finally found a combination of herbs that can recreate a miracle that has only been done by the highest magics, resurrection. Use an action to bring back a creature that has died within the last day. They take an hour to be brought back to 1 hit point. You can only do this once per 14 long rests as you need to find the materials and herbs to perform this feat of science. A creature can be brought back this way twice.

Comments

  • To post a comment, please or register a new account.
Posts Quoted:
Reply
Clear All Quotes