Base Class: Rogue
When an adventurer is maimed by a monster or a soldier is wounded in battle, and the luxury of magical healing is not an option, Surgeons step up to fill the void. Using their intimate understanding of anatomy and biology, Surgeons can analyze any ailment, and, when pressed, they can turn their medical knowledge onto their foes, crippling them with precise cuts.
Anatomical Studies
You have spent years studying the science of medicine to improve your surgical skills. When you adopt this Archetype at 3rd level, you gain proficiency in both Herbalism Kits and Alchemy Kits, as well as the Medicine and Nature skills. Additionally, you can use your Intelligence score in place of Wisdom to make a Medicine check. Whenever you make an Intelligence (Medicine) check, you treat a roll of 7 or lower on the d20 as an 8.
Moreover, you can use your bonus action granted by [Tooltip Not Found] to take the Use an Object action. However, you can only use this special Use an Object action to make use of a healer's kit or a consumable item that restores hit points.
Surgical Strike
Beginning at 3rd level, you can weaponize your anatomical knowledge to cripple your foes. Your attack rolls against humanoids, beasts, giants, and monstrosities creatures score a critical hit on a roll of 19 or 20 on the d20.
Moreover, when you hit a creature with an attack that applies your Sneak Attack damage, you can inflict one of the conditions below in place of adding Sneak Attack damage.
Paralyze. The target's movement speed is reduced by a number of feet equal to five times your Intelligence Modifier (minimum of 5 feet) until the end of your next turn.
Daze. The target cannot take opportunity attacks until the end of your next turn, and it must subtract your Intelligence Modifier (minimum of 1) from its next saving throw.
Infect. You force the creature to make a Constitution saving throw (DC equals 8 + your proficiency bonus + your Intelligence Modifier. On a failed save, the creature is poisoned until the end of your next turn.
Maim. You force the target to make a Dexterity saving throw (DC equals 8 + your proficiency bonus + your Intelligence Modifier). On a failed save, the target is blinded, deafened, or cannot speak (your choice) until the end of your next turn.
Cultivated Immunity
The time you have spent around various infectious diseases and toxins has improved your immune system. Beginning at 9th level, when you gain resistance to necrotic and poison damage. Additionally, you have advantage on saving throws to resist the effects of poisons, diseases, and any other toxins.
Improved Surgical Strike
You have learned much about the anatomy of the creatures of the multiverse. Starting at 13th level, your attack rolls against all creatures except for constructs, oozes, and plants score a critical hit on a roll of 19 or 20 on the d20.
Moreover, when you inflict one of the conditions from your Surgical Strike feature, you can still deal your Sneak Attack damage to the target in addition to the additional effect.
Expert Surgeon
You have become an expert in the medical field. Starting at 17th level, when you make an Intelligence (Medicine) check, you can use your rogue level in place of a d20 roll. You can use this ability a number of times equal to your proficiency bonus.
In addition, you gain access to surgical abilities that rival the most powerful magic. As an action, you can touch a creature and inflict the effects of either the contagion or regenerate spell, using your Intelligence in place of a spellcasting modifier. You can do this without any verbal, somatic or material components. Once you recreate either spell you must finish a short or long rest before you can do so again.
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