Base Class: Rogue
You are usually the first respondent to the grave injuries of an active combatant, having attained comprehensive skill in the discipline of non- magical healing. A great deal of experience, however, has taught you to employ this expertise in more unconventional means than lawful recompense. You are proficient in the art of medicine, and your hands bring swift repose to those that would ask for it, whichever way you would choose to end their suffering.
Practitioner
When you choose this archetype at 3rd level, you attain medical expertise from your extensive knowledge and experience in the field. You gain proficiency in Wisdom (Medicine) checks if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses this proficiency. Additionally, you can use the bonus action granted by your Cunning Action to make a Wisdom (Medicine) check, to use a Healer's kit, or to drink/administer a potion.
Aesculpian
Starting at 3rd level, your clinical aptitude allows you to keep your allies up and ready to face the enemy ahead:
• When you stabilize a dying creature, you can expend a use of this feature to heal it for an amount of hit points equal to its Constitution modifier (minimum of 1).
• As an action, you can expend a use of this feature to end either one disease or one condition on a creature within reach. The condition can be blinded, deafened, paralyzed, or poisoned.
This feature has a number of uses equal to your Wisdom modifier. You regain one use on a short rest and all expended uses on a long rest.
Decisive Strike
When you reach 9th level, you learn to earmark a creature's weaknesses, telling you exactly when and where to drive your attacks.
Once per round, when you deal your sneak attack damage to a creature that is not a construct or an undead, you can force it to make a Constitution saving throw against your bleed save DC. On a failure, that creature starts to suffer from a bleeding wound:
• Weapon attacks against it score a critical hit on a roll of 19 or 20.
• Any Healing it receives is halved
The wound closes by itself if the creature does not take any damage for one round. Any creature can take an action to close the wound by succeeding on a Wisdom (Medicine) check against your bleed save DC. You use your wisdom modifier when setting the saving throw DC for this effect
Bleed save DC = 8 + your proficiency bonus + your Wisdom modifier
Galvanize
Starting at 13th level, your inherent duty wills you to steel your bearing in the pandemonium of combat. You have advantage on saving throws or ability checks made to resist being grappled, restrained, or knocked prone if an ally within 45 feet is dead, dying, or suffering from the effects of a negative condition.
Additionally, when you move, you can drag or carry a willing, unconscious, or grappled creature with you without having your movement speed halved.
Seize Attack
Starting at 17th level, you learn to take initiative when the opportunity presents itself to incapacitate an enemy. When an ally within 45 feet scores a critical hit on a creature you can see, you can use your reaction to immediately move up to half your movement speed and, if it is within range, make a weapon attack against that creature. You can add your sneak attack damage to this attack even if you have already used it this turn, provided that the target isn't incapacitated and you don't have disadvantage on the attack roll
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