Rogue
Base Class: Rogue

Usually the first trained medical professionals to arrive at the chaos that is a battlefield, corpsmen are not afraid to get their hands bloody, regardless of who the blood is from. Armed with an assortment of medical supplies and a detailed knowledge of anatomy, they rush back and forth across the battlefield to aid injured allies, but won't hesitate to defend themselves and their patients from any would-be attackers.

Steady Hands

Starting at 3rd level, you gain knowledge of medical procedures and common ailments from your experience in the field. You gain proficiency in Wisdom (Medicine) checks and proficiency in the Herbalism Kit. Your proficiency bonus is doubled for any ability checks you make that uses either proficiency.

Field Medic

Starting at 3rd level, your time spent patching up wounds and diagnosing ailments in the field has taught you the importance of knowing how to stretch your supplies and how best to utilise them.

As an action or bonus action, you may expend a number of uses of a Healer's Kit up to your maximum number of Sneak Attack dice to heal yourself or a creature within 5 feet of you. Roll d6s equivalent to the number of uses expended and restore hit points equal to the total. You can only use this ability a number of times equal to your proficiency bonus per short or long rest.

Alternatively, you may expend one use of a Healer's Kit to grant a creature within 5 feet of you advantage on their next saving throw against the poisoned, paralyzed, deafened, blinded, or stunned conditions.

First Responder

At 9th level, you excel at responding to injured and unconscious allies. As a reaction, you can immediately move up to your speed towards a friendly creature you can see or hear if that creature suffers from a critical hit or drops to 0 hit points. This movement does not provoke opportunity attacks.

Additionally , you can use the bonus action granted by your Cunning Action feature to make a Wisdom (Medicine) check, use a Healer's Kit, or administer a potion or similar consumable to yourself or an ally.

Duty Calls

At 13th level, you learn to dodge and weave amidst various obstacles to get to the injured, and your training also allows you to shrug off certain mental effects. You have advantage on saving throws or ability checks made to resist or end being frightened or knocked prone.

In addition, when you move, you can drag or carry a willing, unconscious, or grappled creature without having your movement halved.

Medical Mastery

At 17th level, you have learned how to maximize the effectiveness of your healing on injured allies and accelerate their natural rate of recovery. Whenever you restore hit points to a friendly creature with a potion or similar consumable, or with a Healer's Kit, you may choose to use the highest possible number for each dice. This can be used a number of times equal to your proficiency modifier, which you regain after a long rest

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