Rogue
Base Class: Rogue

The Back-Alley Surgeon typically operates in a dimly lit, grungy room in a cheap tavern with minimal surgical tools and equipment. Sterilization is optional, often involving candles, hot plates, or that bottle of hard liquor they've been sipping on all day, including during the surgery. Utilizing knowledge gained from the successes and failures of operating on a variety of folk and creatures, you have become quick to notice weak spots, and have just enough skill to keep them alive.

Maybe a chance to finally get your medical certification, an opportunity to broaden your creature and medical knowledge, or perhaps just a need for some gold to get either going, has finally had you strike out on an adventure.

Clandestine Inspection

At level 3, select two creature types to become anatomically Familiar with. 

As an action, you can examine the structure and movements of a creature to hone-in and identify weak spots or fatal strike points. On a successful Percentile Dice roll of 45% or higher for Familiar creature types (or a 65% or higher for for all other creature types) add 1d6 damage of your weapon type to your attacks on creatures of that type, and your Critical hits to that creature type also become 19 or 20. These effects only lasts for the duration of that encounter or 10 minutes.

Rusty Intervention

Beginning at 3rd level, you can perform emergency surgery in battle to bring a dying ally back into the fight. Utilizing thieves’ tools, or a surgeon’s kit, you can use your Cunning Action to make a DC 10 Wisdom (Medicine) check to stabilize a dying creature, that creature also regains hit points equal to 1d4 + your proficiency bonus.

Knowledge Tropes

Starting at 9th level, you can choose how you can utilize the copious, horrendous (and sometimes wondrously interesting) knowledge you've gathered to influence conversations.

Nightmarish Fun Facts

Your knowledge of inflicting wounds and various anatomies has led to a spark of creativity in threats. For Intimidation checks, you may use your Wisdom Modifier + Proficiency bonus instead.

Trust me, I'm a Surgeon

Your medical knowledge and battlefield prowess has given you a certain swagger when addressing others. In Persuasion or Deception checks, you may use your Wisdom Modifier + Proficiency bonus instead.

Spread the Stitches

At 13th level, you get the option of being able to describe, in layman's terms, the weak areas discerned from Clandestine Inspection to your allies increasing their critical hit chance, or to be able to confidently stitch up wounds more efficiently.

Lethal Callout

After successful performance of Clandestine Inspection and as an action, you may call out to friendly creatures within 60ft of you (who are not deafened) to share your gleaned knowledge of this creature. By taking this action, friendly creatures who have heard you can land a critical hit on a roll of 19 or 20 to that creature type for the duration of this encounter. (This stacks with other crit reduction bonuses.) Additionally, you choose one more creature type to become Familiar with.

Steady (ish) Hands

As an action, you can utilize your thieves’ tools, or a surgeon’s kit, to tend to a creature and restore 1d10+4 hit points to it, plus additional hit points equal to the creature’s maximum number of Hit Dice. The creature can’t regain hit points this way again until it finishes a short or long rest.

Surgeon's Expertise

Starting at 17th level, you become an 'Expert' in your previously selected Familiar creature types. Clandestine Inspection for your 'Expert' types succeeds on a DC 5% and above. You become Familiar with 4 new creature types, and add an additional 1d6 of your weapon damage type to creature types you have successfully performed Clandestine Inspection on, for a total of 2d6.

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