Base Class: Rogue
Some rogues are trained in theft, one on one combat, or even magic, but there is one variety of rogue that takes a more supportive approach, whether that be for better or for worse. Medic Rogues have been trained in both battlefield medicine and surgical precision, making them some of the most lethal supports around.
Licensed to Practice
Starting at 3rd level, you can use the bonus action granted to you by your Cunning Action to make a Dexterity or Wisdom (Medicine) check. Additionally, you gain double proficiency in the Medicine skill, as if from the Expertise feature.
When you reach 6th level, you can choose to gain Expertise in Alchemist’s Supplies instead of a skill you’re proficient in.
Emergency Medicine
When you choose this archetype at 3rd level, your medical knowledge allows you to prepare emergency medicine, which takes the form of an injection, elixir, or balm. It takes one hour and 20 gold pieces worth of supplies to prepare a number of doses equal to your proficiency bonus, which can be done over the course of a short rest. This cost is halved if you are proficient in Alchemist Supplies, and quartered if you have expertise. You can have a number doses of Emergency Medicine prepared equal to double your proficiency bonus.
There are two ways to administer your emergency medicine, as an action or a bonus action. If you do so as an action, the target regains hitpoints equal to a roll of your sneak attack plus your level in this class. If you do so as a bonus action, the target regains hitpoints equal to half your sneak attack plus your proficiency bonus. Either way, the target also gains temporary hitpoints equal to their constitution modifier.
Quick to Aid
Starting at 9th level, if an ally you can see is reduced to 0 hitpoints or you take damage that would drop you below half your maximum hitpoints, you may use your reaction to move up to your movement speed, without provoking opportunity attacks. You must end this movement close to your ally than you started. If you end this movement within 5 feet of an ally, you may administer a dose of Emergency Medicine to an ally within 5 feet of you, as part of the same reaction. The healing granted when you administer Emergency Medicine in this way is the same as the healing granted using a bonus action.
Emergency Operation
At 13th level, your understanding of medicine has reached a point that you can repair even the most dire of wounds. You can spend one hour and a dose of Emergency Medicine to reattach a lost limb, without needing to make a skill check. A creature does not have to be alive to reattach the limb, but you must use a dose of Emergency Medicine whether the target is dead or alive.
Additionally, when you stabilize a creature with a successful medicine check, they also regain 1 hit point. A creature can only regain hitpoints this way once per long rest.
Medical Malpractice
When you reach 17th level, your medical experience and practice in the field intertwine to make you as lethal as you are helpful. You gain the following benefits:
- When you use your bonus action to administer your emergency medicine, the next attack you make before the start of your next turn does 4d6 extra necrotic damage, as you cover your weapon in the blood spilled blood of your patient.
- When you administer your emergency medicine as an action, you can make an attack with your bonus action. If you do, your sneak attack only does 4d6 damage for that attack.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
12/6/2021 1:58:31 AM
|
17
|
6
|
--
|
Coming Soon
|
|
|
8/18/2022 10:47:39 PM
|
20
|
3
|
1.2
|
Coming Soon
|
Comments