Base Class: Rogue
During your practices of learning about biology in order to inflict more devastating wounds, you've decided to split your specialty into the field of medicine. Using your advanced knowledge on biology to heal fatal wounds in others.
Combat Medic Training
When you choose this archetype at the 3rd level you gain proficiency in Medicine (wisdom), or a choice of alchemist tools, a herbalism kit, or another wisdom skill of your choice. Additionally you gain the ability to use a Healer's Kit as a bonus action with utilization of your Cunning Action. When you stabilize a creature via a Healer's Kit or a successful Medicine (wisdom) check, that creature gains 1hp, additionally if that creature has to make Death Saving Throws before it gains additional Hit Points, it may do so at advantage. Finally, you may use your Sneak Attack when a unconscious Ally is within 5ft of the target even when you don't have Advantage on the attack roll. Otherwise, all other Sneak Attack rules apply to you.
Proficiency
You gain proficiency in Medicine, or Alchemist tools, a Herbalism Kit, or any other Wisdom Ability.
Responder's Aid
When you choose this archetype at 3rd level, you gain the ability use an action to provide aid through a learned remedy on your travels. This can be bandages or some other concoction, and is prepared over a Long Rest. You have a number of remedies equal to your Wisdom Modifier (minimum of 1), and can use one via an action. When you do, roll your Sneak Attack dice, and add your wisdom modifier. The target heals a number of Hit Points equal to what's rolled (minimal of 1).
Emergency Response
Starting at 9th level, you can use a reaction to move your speed towards an ally that was made to hit 0 Hit Points, and fell unconscious. This movement does not provoke opportunity attacks, and when it ends, you must have moved closer to the downed ally. Additionally when dragging or carrying an unconscious creature that is your size or smaller, your movement speed isn't halved.
Forensic Exam
By 13th level, when you spend 1 minute examining a creature's corpse outside of combat you can learn one of the following so long as they haven't been dead for over a year, DM decides which when appropriate. Weather the creature was unable to fight back (surprised, incapacitated, ect. ect.). The method of its demise (damage type, and weapon/spell if you would know it, or natural weapons). How long they've been dead for. Additionally age of the creature when they died.
Improved Remedies
When you reach 17th level, your remedies have become more effective, and can provide one of the following effects. Reduce a target's exhaustion level by 1. End one effect reducing target's Hit Points or Ability Scores. Cure, or treat one affliction or disease. They can be of the following, Blinded, Deafened, Paralyzed, Poisoned, Stunned.
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