Base Class: Rogue
Rogues are often at least somewhat aware of general anatomy and physiology. The most efficient kills are performed in a single strike or shot on an exposed weak point after all. Some Rogues take this general awareness much farther, and to a much more altruistic degree. Where clerics and healers are scarce, the humble Medic is seen patching up and stabilizing wounded soldiers and civilians. These unsung heroes are glad to remain unseen, for their charges often need a speedy exfiltration.
Triage
When you choose this archetype at 3rd level, you become especially adept at the treatment and care of the wounded. During a short or long rest, you may prepare a number of Remedies equal to your Intelligence or Wisdom modifier (your choice) plus your proficiency bonus. Your Remedy can be a collection of medicinal herbs, general first aid equipment, vials and syringes of restorative agents, or anything else you can think of. Work with your DM to determine the nature and appearance of your Remedies. As an action, you may expend a Remedy to heal a willing or incapacitated creature. Each Remedy heals 1d8 plus your INT or WIS modifier (your choice). Your Remedies grow more potent as you level up, healing an additional d8 at levels 7, 11, 15, and 19.
Tools of the Trade
Starting at 3rd level, you've gained the necessary information and practice to tend to the wounded and infirmed. You gain proficiency with Alchemist's Supplies if you do not have this already, and can add double your proficiency bonus to checks made with them. Additionally you may choose either Cook's Utensils or Herbalism Kits and gain the same bonuses.
On Your Feet
Starting at 9th level, you've grown accustomed to the harsh conditions of the battlefield. When you use a Remedy on a prone creature, you can pull them to their feet as part of the same action. Additionally, when you carry or drag a willing or incapacitated creature that is Medium or smaller, your movement speed is only reduced by 5 feet. Finally you have advantage on saves against poison and diseases, and are resistant to poison damage.
No Man Left Behind
Starting at 13th level, your mere presence emboldens your allies to come to the aid of others. While you are conscious, allies within 60 feet of you cannot have their speed reduced by carrying or dragging a willing or incapacitated creature of equal or smaller size. Additionally, when you are carrying or dragging a willing or incapacitated creature, your speed increases by 15 feet.
Combat Stimulant
Starting at 17th level, you've learned to add an additional and potent effect to your Remedies. You may prepare an enhanced Remedy as part of your short or long rest. This Remedy heals an additional amount equal to your Sneak Attack and grants the recipient advantage on attack rolls and Strength checks and saving throws for the next minute.
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