Rogue
Base Class: Rogue

In the dark corners of sprawling cities, lives are cheap and knives are plentiful. When the poor, the tired, and the culpable are in need of quick stiches and no questions they turn to dubious doctors and criminal chirugeons that frequent the backrooms and back alleys of whatever underbelly they call home. These maladaptive malpractitioners come from various walks of life, whether they are once-promising dropouts of prestigious medical programs or ambitious autodidacts who learned to stitch flesh on dirty tavern tables, a proper Bloodletter is one who knows two things for certain; what to give someone to keep them alive, and what to take out to make them dead.

Scalpelwork

Starting at 3rd level, When you deal sneak attack damage to a creature, make a (Wisdom) medicine check. The DC equals the targets AC. On a successful check, roll half your sneak attack die (round up). The target takes the rolled amount at the start of their next turn. The DM may rule that this ability cannot be activated if the target does not have a vital liquid (blood, ichor, bile, sap, etc) to expunge.

Humour Balancing

Starting at 3rd level, You can use a healer's kit as a bonus action and you gain new ways to use a healer's kit. As an action, you can cure either one disease or one condition afflicting your target. The condition can be blinded, poisoned, paralyzed or deafened. 

Residency

Starting at 9th level, You have advantage on any (Charisma) deception check made to convince someone you have a right to be here, a right to be allowed in; and that you are, in fact, a doctor.

 

Blood Transfusion

When you deal damage with your Scalpelwork feature you heal that same amount.

If the target of your sneak attack was a Vampire you will immediately become a vampire spawn under that Vampire's control.

If the target of your sneak attack was a Lycanthrope you will immediately become a Lycanthrope of the same type.

Heartstopper

Starting at 17th level, You can attempt to steal someone's heart. As an action, make a Dexterity (sleight of hand) check contested by a creature's Wisdom (insight) check. On a success, the target is either charmed by you for 1 hour or takes necrotic damage equal to your maximum sneak attack damage. Once a creature has been affected by this ability they are immune to either effect for 24 hours.

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