Rogue
Base Class: Rogue

This subclass focuses on using the herbalism kit to provide emergency healing and support during combat, making the rogue a valuable asset as a frontline healer.

Herbalist's Expertise

At 3rd level, you gain proficiency with the herbalism kit if you don't already have it. Additionally, you can use your herbalism kit to create potent healing concoctions during short rests, allowing you to expend hit dice to create healing potions for yourself and your allies. 
You can use your Rogue level halved, rounded down (minimum of 1) hitdice per potion. For example, at level 4 you can make a 2d8+Con healing potion with one use of your Herbalism kit.
These potions lose potency after 24 hours.

Combat Medic

Also at 3rd level, you gain the ability to administer emergency healing in the heat of battle. As a bonus action, you can use your herbalism kit to create a makeshift healing salve. You can administer this salve to a creature within 5 feet of you, restoring hit points equal to 1d6 + your rogue level. The healing increases to 2d6 + your rogue level at 9th level, and 3d6 + your rogue level at 17th level. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses after finishing a long rest.

Precision Surgery

Starting at 9th level, you gain Precision Surgery. As a seasoned surgeon, you have mastered the art of precise incisions and delicate procedures, enabling you to use your Herbalism Kit with unparalleled skill.

  • You gain expertise in the Medicine skill if you don't already have it. 
  • Any healing potions or salves you create using your Herbalism Kit restore an additional 1d4 hit points.
  • Additionally, when you administer a potion or salve you crafted to restore hit points to a creature, they gain a bonus to the amount of hit points restored equal to your Medicine (Wisdom) modifier (minimum of +1).

Medic's Dash

At 13th level, you gain Medic's Dash. Your instincts as a combat medic allow you to swiftly reach wounded allies in the heat of battle.
You can use your reaction to move toward a creature that you can see within 30 feet of you who has lost more than half of their maximum hit points. This movement doesn't provoke opportunity attacks.
Additionally, if you end this movement within 5 feet of the injured creature, you can administer basic first aid as part of the same reaction. The creature regains hit points equal to your Medicine (Wisdom) modifier (minimum of 1). You can use this feature a number of times equal to your Dexterity modifier (minimum of once), and you regain all expended uses after finishing a short or long rest.

Field Surgeon

At 17th level, you reach the pinnacle of your skills as a combat medic. You can now use your Combat Medic feature to administer healing to multiple creatures within range as a single bonus action. Additionally, the healing provided by your Combat Medic feature is maximized when used on creatures at 0 hit points, instantly stabilizing them and restoring hit points equal to the maximum roll of the dice.

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