Base Class: Rogue
While other healers may practice archaic techniques or use internal energy to fulfill their duties, these learners of practical medicine use their knowledge of the human body and medicinal supplements to support their party. Through the usage of multiple medical techniques and their ability to traverse the battlefield in order to bring aid, these practitioners of medical studies find great use as combat medics, first-responders, and doctors.
Medicinal Knowledge
Starting at third level, you have extensive knowledge of medical practices. You gain proficiency in the medicine, and perception skills, as well as proficiency with the herbalist kit
First-Response
When you chose this Archetype at 3rd level, you gain the ability to take an action in order to heal a creature for 2d6 plus your wisdom modifier, additionally 1 minute to treat a creature that has dropped to 0 hit points within 5 feet of you, the creature is then stabilized and no longer has to roll death saves. This feature can increase healing ability in accordance with your sneak attack die
Toxicology
At 9th level, you may take 1 minute to use the herbalism kit to apply treatment to a creature afflicted with a condition within 5ft of you, the creature is then cured of their condition. you also get the ability to brew concoctions with one of four effects, you may only have 3 at a time plus your wisdom modifier. these concoctions can be coated onto weapons to imbue their effects for the weapons next 10 attacks, or you can splash it on a creature within 5ft of you for the same effect, these tonics only last for 10 minutes.
Septic Venom: The creature must make a constitution saving throw or be afflicted with this toxin and be poisoned
Fatigue Venom: The creature must make a constitution saving throw or will have their movement speed reduced by half
Focus Tonic: The creature affected by this tonic will have advantage on concentration saving throws
Athletes Tonic: The creature affected by this tonic will gain advantage on DEX and STR rolls
Operations
Starting at 13th level, you excel at treating wounds when given the proper time
During a short or long rest you may use the time to treat up to four creature that you are within 5ft of, the healing they experience during the rest is doubled.
Eldritch Tonic
Starting at 17th level, you can apply a tonic that boosts the athleticism of its target to monstrous levels. during a long rest you may make two charges of the eldritch booster, however you can only have two at a time. when given to a creature you are close enough to touch 4 effects will happen, this only lasts for 3 minutes after which the target gains a level of exhaustion:
1. The target gains temporary hit points equal to 3d12 + your WIS modifier
2. All of the targets non spell attacks will deal an extra 3d10 damage
3. The targets movement speed increases by 30 feet
4. The targets armor class increases by 5+ their CON modifier
Previous Versions
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Coming Soon
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