Rogue
Base Class: Rogue

While some rogues use their knowledge and dexterity to evade traps or dip into pockets, you focus your training on working with surgical precision to fight back the specter of death. This is no miracle of a holy man, but the combination of study, science, and sewing. Pox doctors and battlefield medics often find themselves at home in this archetype.

Medical Training

When you choose this archetype at 3rd level, you gain proficiency with the herbalism kit and the medicine skill. Due to your years of study of anatomy, you may substitute your INT modifier for your WIS modifier when you make medicine checks, and you can make medicine checks to examine a person or a body for medically relevant information.

Additionally, you can treat a number of patients (potentially including yourself) equal to your Intelligence modifier (min. 1). A patient under your care who spends hit dice to restore hit points gains extra hit points equal to your proficiency bonus at the end of the rest, and can reroll any hit dice that roll a 1. Patients must use the new roll, even if the new roll is a 1.

Additionally, you may expend one charge of a healer’s kit to heal 1d4 + [Rogue Level] health. The 1d4 increases to 1d6, 1d8, and 1d10 at 9th, 13th, and 17th respectively. The Medic can only use this ability a number of times equal to his INT or WIS modifier (whichever is higher). This power recharges its uses on a long rest.

Combat Medic

Starting at 3rd level your quick reactions can save lives in the most severe of situations even in the heat of battle. You gain the ability to use your cunning action to administer a healing potion to yourself or an ally, to perform a medicine check, or to us a healer’s kit.

Field Surgery

Starting at 9th level, you can stitch up wounds and administer medical aid to your allies. Once during a short rest, when you or a friendly creature spends a hit dice to recover hit points, you can roll your sneak attack dice once and heal hit points equal to the result. This healing can be distributed among any number of creatures.

Instead of healing, you may use this ability to cure one patient of a disease or condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

Resuscitation

Starting at 9th level, you can use your knowledge and ability to bring a single creature that has died within the past five minutes back to life with one hit point. You cannot use this feature again until you finish a long rest.

You can also use Spare the Dying at will to stabilize actively dying targets.

At 17th level, you can use this feature on a creature that has been dead for thirty minutes. If the target was dead for more than five minutes, it comes back to life with 2 lvls of exhaustion.

This ability can only be used once per long rest, and can’t be used on targets that have no body to bring back (e.g. disintegration, banishment, etc.).

Surgical Strike

At 13th level, you have learned to use your vast medical knowledge to wound your foes in critical locations. You gain a number of Surgical Strike points equal to your half your rogue level. When you land a sneak attack, you can substitute your sneak attack dice to perform a Surgical Strike. Surgical Strike points deal 1 damage and can impose one of the following effects:

Reduce speed to 0 (1dice). Disable reactions (1dice). Poison (2 dice). Knock prone (2 dice). Disadvantage on next saving throw (3 dice). Blind (3 dice). Incapacitate (5 dice).

The target may make CON save (8 + DEX modifier + your proficiency) against this effect, if the target fails the save it can make another attempt at the end of each of it's turns until they succeed. Your Surgical Strike dice return on a short rest.

At 17th level you can make surgical strikes using a held crossbow, or other ranged weapon you are proficient with.

Master of Medicine

Your mastery over medicine allows you to do things most doctors would view as impossible. Starting at 17th level, your Field Surgery gains the ability to emulate the effects of Lesser and Greater Restoration (Greater restoration costs the creature one additional hit dice to perform). While emulating restoration your targets can still recover hit points.

Finally, your skill as a field surgeon has increased. You can use Field Surgery ability to bring a single creature that has died within the past thirty minutes back to life with one hit point, or to reattach a limb that has been severed with in the last day. Using Field Surgery in any of the two aforementioned ways costs the creature three hit dice to perform. Bringing a patient who has died over five minutes ago will inflict 2 levels of exhaustion.

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