Rogue
Base Class: Rogue

Field Medics are practical healers, relying on their own crafting skill instead of magic. They are trained to make healing remedies in their travels, administer various forms of healing, and even modify the potions they construct. Their primary tools are Healing Potions and Antitoxin of their own design and the combat mastery of a fighter. While at most times Field Medics are benevolent, you should never cross one. Or else you will see how dangerous a good person can be.

Medicinal Expert

You gain expertise with the Medicine skill and Alchemist's Supplies.

Emergency Medicine

As part of a short or long rest, you can use your Alchemist's Supplies to craft doses of potent healing medicine. These doses heal an amount equal to your Sneak Attack Damage. You make make a number of doses equal to your Proficiency Bonus, and they expire at the start of your next short or long rest.

You can administer these doses to a creature you can touch as a bonus action.

Pressure Points

Your knowledge of anatomy allows you to immobilise a creature you can touch. As an Action, you can make a Medicine Check contested by a creatures Constitution Saving Throw. If you succeed the creature is stunned.

You can use your bonus action on following turns, as long as you can still touch the creature, to maintain this effect. The creature can reroll the check at the start of each of their turns. 

Once you use this feature, you must finish a long rest before you can use it again.

Quick Response

When a creature within 30ft of you is reduced to 0 hit points, you can use your reaction to move up to your movement speed in their direction without provoking opportunity attacks. 

Additionally, after you stabilise a creature at 0 hit points, the regain hit points equal to your Proficiency Bonus instead.

Jolt of Adrenaline

After you heal a creature with your Emergency Medicine, the creature can immediately take one extra action.

Field Medic Image

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