Base Class: Rogue
Minor healing abilities.
Some control with reduced damage.
Unique harvesting.
Practitioner
Starting at 3rd level, you gain expertise in Medicine (Wisdom).
You can also use Cunning Action for Medicine (Wis) check, to use a healer's kit, or to drink or administer a potion.
Surgical Precision
When you would deal sneak attack damage on your turn, you can choose to decrease your sneak attack damage to inflict an Injury. If you do so, the target must succeed on a Constitution saving throw (DC = 8+ Proficiency bonus + Wisdom modifier) or suffer one of the effects detailed below. An Injury persists until the start of your next turn.
You decrease your sneak attack damage by 2d6 to inflict one of the following Injuries:
⦁ Gut Shot - The target has disadvantage on attack rolls
⦁ Hamstring - The target’s speed is halved
⦁ Skull Crack – The next player to attack the target has advantage on its attack rolls
Surgeon's Toolkit
You've accumulated a personalized set of tools for field medicine. With the toolkit, can take an Action to tend wounds on a creature within 5’. Each creature can only have this used on them once per short rest.
⦁ That creature can spend a number of its Hit Dice up to your Wisdom modifier. Can add the target’s Con modifier to the rolled dice.
⦁ Or target spends 1 Hit Dice to end the effects of a poison, disease, blind, or deaf.
Twist the Kife
When you use your Surgical Precision feature, you can now decrease your sneak attack damage by 5d6 to inflict one of the following Injuries. An Injury persists until the start of your next turn.
⦁ Eye Gouge - the target becomes blinded.
⦁ Puncture Arteries - The target takes 2d4 necrotic damage for every 5 feet they move. They take this damage even on forced movement.
⦁ Sever Tendon - The target’s speed is halved and it can’t use reactions
⦁ Flayed Flesh - Weapon attacks against the target score a critical hit on a roll of 19 or 20. Any healing it receives is halved.
Grim Salvage
You can spend 10 minutes with the corpse of a creature, excluding constructs and undead, that has been dead for no longer than 5 days. Make a Medicine check, the DC of which is set by the Gamemaster. On a success, you harvest an organ that does one of the following, so long as the creature had that ability. You may only attempt this ability once per dead creature.
The organ can be used once to replicate the ability of the creature it came from, then it is destroyed. Any damage, save DCs, and modifiers are identical to what they were when the creature was alive. Only you are able to use these items.
⦁ Poison - If the creature adds poison damage to any of its attacks, you can harvest a vial of that poison. You may use a bonus action to apply the same poison to one of your weapons. The next time that weapon hits a creature in the next minute, they suffer the effects of that poison.
⦁ Breath Weapon - You extract the gland responsible for a creature’s breath attack. As an action, you can activate the gland and unleash its deadly payload.
⦁ Gaze effect - You extract the eyes or other parts a creature uses for a gaze ability. As an action, you can activate that organ and use the gaze ability on a creature within range.
⦁ Innate Spellcasting - you extract a biological element that produces magic. When you harvest this organ, choose a spell from the creature’s innate spellcasting list. As an action, you can activate that organ to cast that spell.
Miracle Worker
You can cast Raise Dead without expending a spell slot using your Surgeon's Toolkit. You must expend herbs, tonics, and medicines worth at least 500 gp in order to do so.
⦁ This feature can be used once per Long Rest.
⦁ Any additional uses impose a level of Exhaustion.
⦁ Make a Medicine check equal to the level of the target + the number of times this target has been revived.
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