Rogue
Base Class: Rogue

As a medic, sometimes harm is mandatory. A good Sawbones can keep a steady hand and a cool head no matter how much blood and bone is scattered around them. Patching up friends and tearing up foes is their calling. 

Hands of a Healer

Starting at 3rd level, gain proficiency in the Medicine skill if you don't already have it, or another Wisdom or Intelligence skill of your choice if you do. When you perform a Medicine check or save, you may choose to use your Intelligence Modifier instead of your Wisdom Modifier for the roll.

You also gain the ability to treat all weapons with the Light property as though they also have the Finesse property.

(Note: I recommend reflavoring Handaxes as Bonesaws and Daggers or Sickles as Scalpels)

First Aid

When you choose this archetype at 3rd level, you learn how to provide aid on the battlefield. 

As an action, heal a creature within 5ft of you by an amount of HP equal to half your Sneak Attack roll. You can use this feature a number of times per long rest equal to your Proficiency Bonus + your Intelligence Modifier. You can also use this feature by expending a use of a Healer's Kit. You cannot use this feature if there is a hostile creature within 5ft of your or the creature you are attempting to heal.

Starting at 9th level, when you use this feature, you may choose to either do so as a Bonus Action OR heal an amount equal to your full Sneak Attack roll instead of half.

Starting at 13th level, you may use this feature as a Bonus Action, AND heal an amount equal to your full Sneak Attack roll.

Surgical Precision

Starting at 9th level, you learn how to better apply your understanding of anatomy to both harm and healing. You gain a bonus to attack rolls against creature types you are familiar with equal to your Intelligence Modifier (minimum +1). Also, when you make a Medicine check or save, you gain a bonus equal to your Dexterity modifier.

You are familiar with a creature type if:

  • You are that creature type yourself
  • You have spent an extensive period of time researching and learning about this creature type
  • It is your Favored Enemy or Favored Foe
  • It is a construct and you are an Artificer or have Artificer training (such as through the Artificer Initiate Feat)
  • You pass a DC 15 Medicine check to examine the body of a creature of that type (the DC can be modified by the DM based on the complexity of the creature, the condition of the body, how many previous bodies you've examined, or other relevant factors.)

Amputation

Starting at 13th Level, when you roll a 20 or higher on a weapon attack roll against a creature type your are familiar with, you make a mortal blow at one of their limbs and impose an effect that lasts until it is healed:

  • Leg: The target's walking speed is reduced by half, they have disadvantage on saves against being knocked prone, and must use their full turn to rise from prone position. 
  • Arm: The target can no longer perform Actions, interactions, or Somatic components using that hand and drops what they are holding.
  • Wing: The target's flying speed is reduced to 0.
  • Tail: The target can no longer use their tail to attack and receives -5 to saves against being knocked prone.

Each of the target's limbs can only be struck once with this feature. After all of the target's limbs are damaged, using this feature again reduces the target to 0 HP.

Miracle Worker

Starting at 17th level, your proficiency in medicine begins to seem divine to the untrained eye. 

You learn the Spare the Dying cantrip and 5 Necromancy or Evocation spells of your choice of 4th level or lower from the Cleric spell list. Intelligence is your casting modifier for these spells. The spells you gain from this feature can be cast by expending a number of uses equal to the spell's level. You have a number of uses of this feature equal to your Proficiency Bonus + Your Intelligence Modifier. Expended uses are recovered after a Long Rest.

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