Rogue
Base Class: Rogue

Healthcare was mandatory for the people of the Coast of Moriae, but for those in unsavory professions, divine intervention or well-trained physicians were not an option.

The Draconic Lords of Assek diverted some of their thieves to minor alchemical training, so they could repair the combative members of the organization. With their nimble fingers, the rogues had a natural aptitude for medicine.

But their knowledge of humanoid anatomy had a deadly side effects, striking their enemies with surgical precision.

Informal Training

When you choose this archetype at 3rd level, your biological and alchemical knowledge gives you the skills you need to heal with medicine. You have proficiency with the Medicine skill and Alchemist's Supplies, and you can double your proficiency bonus to skill checks you make with both.

Emergency Medicine

Also at 3rd level, As part of a short rest you can use your Alchemist's Supplies to craft a number of doses of potent healing medicine equal to your proficiency bonus. These doses heal a number of d6s equal to half your Rogue level rounded up.

You can administer these doses to a creature you touch as a bonus action. These doses of medicine must be administered by the Rogue who crafted them.

Pressure Points

At 9th level, Your knowledge of anatomy allows you to immobilize a creature you touch. As an action, you can make a Wisdom (Medicine) check contested by a creature's Constitution check. If you succeed, the creature is stunned. You can use your bonus action on following turns to maintain this effect, repeating the contest each time.

Once you use this feature, you can't do so again until you finish a Long Rest.

Quick Response

Starting at 13th level, your experiences have sculpted you into a skilled first responder.

When a creature within 30 feet of you falls or makes a death saving throw, you can use your reaction to move up to your movement speed in their direction without provoking opportunity attacks. Additionally, whenever you stabilize a creature, that creature heals 1 hit point.

You may use this feature a number of times equal to your proficiency bonus. You regain all spent uses on a long rest.

Jolt of Adrenaline

Starting at 17th level, your skill with alchemy has allowed you to create chemical stimulants. Whenever you heal a creature, that creature can immediately take one action.

Medic By Tulok Image

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