Rogue
Base Class: Rogue

Combat medics look at a battlefield and look for the fastest ways to traverse the terrain and keep their friends safe. Using magical abilities as well as their natural cunning Combat medics look to make a massive difference at all times.

Spellcasting

When you reach 3rd level, you gain the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the cleric spell list.

Cantrips

You learn three cantrips: mage hand and two other cantrips of your choice from the cleric spell list. You learn another cleric cantrip of your choice at 10th level.

Spell Slots

The Combat Medic Spellcasting table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell charm person and have a 1st-level and a 2nd-level spell slot available, you can cast charm person using either slot.

Spells Known of 1st-Level and Higher

You know three 1st-level cleric spells of your choice.

The Spells Known column of the Combat Medic Spellcasting table shows when you learn more cleric spells of 1st level or higher. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

Whenever you gain a level in this class, you can replace one of the cleric spells you know with another spell of your choice from the cleric spell list.

Spellcasting Ability

Intelligence is your spellcasting ability for your cleric spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Combat Medic Spellcasting

Rogue

Level

Cantrips

Known

Spells

Known

— Spell Slots per Spell Level —

1st

2nd

3rd

4th

3rd

3

3

2

—

—

—

4th

3

4

3

—

—

—

5th

3

4

3

—

—

—

6th

3

4

3

—

—

—

7th

3

5

4

2

—

—

8th

3

6

4

2

—

—

9th

3

6

4

2

—

—

10th

4

7

4

3

—

—

11th

4

8

4

3

—

—

12th

4

8

4

3

—

—

13th

4

9

4

3

2

—

14th

4

10

4

3

2

—

15th

4

10

4

3

2

—

16th

4

11

4

3

3

—

17th

4

11

4

3

3

—

18th

4

11

4

3

3

—

19th

4

12

4

3

3

1

20th

4

13

4

3

3

1

Quick Heal

Starting at 3rd level, when you take the dash action during a turn and then heal using a bonus action, all healing done with that bonus action heal for the maximum rolled amount.

This healing can be done with a potion or a spell.

Blessed Healer

Beginning at 9th Level, the Healing Spells you cast on Others heal you as well. When you Cast a Spell of 1st Level or higher that restores Hit Points to a creature other than you, you regain Hit Points equal to 2 + the spell’s level.

Final Savior

As a bonus action if a creature within the range of Dash of you, takes a hit that would drop them to 0 HP or below you can use your reaction to move in the way of the hit and take the damage instead. 

Master Healer

At level 17 you learn the ability to cast Cure Wounds at will a number of times equal to your INT modifier (min of 1).

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