Base Class: Rogue
The Physician
Physicians are rogues who specialize in battlefield medicine. Armed with supreme medical knowledge and uncanny swiftness, they dart between the injured and dispense wondrous concoctions to ease their pain, all the while unleashing chemical weapons on their foes.
Additional Proficiencies
When you choose this archetype at 3rd level, you gain proficiency in the medicine skill, brewer’s supplies and the herbalism kit, and double your proficiency bonus for any checks made with them.
Physician’s Supplies
Also at 3rd level, your advanced understanding of medicine allows you to concoct special drugs and tinctures, which you store inside of syringes and ampoules. You gain charges of Physician’s supplies equal to thrice your proficiency bonus. You can regain any lost charges on a short or long rest so long as you have your Brewer’s Supplies.
Physician’s Drugs
Once more at 3rd level, you have committed to memory the recipes of a series of drugs, which can both heal the body and destroy it from the inside.
Choose 6 drugs from the list at the bottom of this subclass. You gain two more drugs at levels 9, 13 and 17. Every time you gain a level in this class, you can exchange one drug you know for another one whose prerequisites you meet.
If a drug requires a creature to make a saving throw, the DC is 8 + your proficiency bonus + your Intelligence modifier.
Swift Practitioner
At 9th level, your experience in the field lets you deliver treatment exceedingly quickly. If you dash or disengage using your cunning action, you can now also administer one of your drugs through a syringe to a willing creature you move next to. You can use this feature once per turn.
Anatomical Knowledge
Also at 9th level, your expertise in medicine allows you to more easily exploit the weaknesses of your enemies. As a bonus action, you make an Intelligence (Medicine) check against a creature you can see, contested by the target’s Charisma (Deception) check. If you succeed, you can use your Sneak Attack against that target even if you don’t have advantage on the attack roll, but not if you have disadvantage on it.
This benefit lasts for 1 minute or until you successfully use this feature against a different target.
Medicinal cocktail
At 13th level, you have learned how to mix your drugs to deliver multiple effects at once. When you deliver the effect of one of your physician’s drugs through a syringe, you can choose to apply the effect of another drug whose recipe you know, so long as both their prerequisites are met. When you use this feature, you subtract an amount of charges of your Physician’s Supplies equal to the cost of the more expensive of the two drugs, rather than summing their costs.
Panacea
Your uncanny expertise in the medical arts has reached the highest peak imaginable. At 17th level, whenever you use one of your Physician’s Drugs, you can reduce its cost by 1, to a minimum of 1. Additionally, creatures affected by your Anatomical Knowledge feature roll Constitution saving throws against your Physician’s Drugs and Compound X feature at disadvantage.
Compound X
Also at 17th level, you develop a potent regenerative gas laced with a fast-acting, extremely violent and volatile disease. As an action you expend 4 charges of your physician’s supplies and throw a canister at a point within 90ft of yourself. The canister bursts into gas that covers a 30ft radius sphere.
The area persists until the start of your next turn, or until it’s dispersed by a strong wind, and it’s considered to be lightly obscured. Any creature who isn’t immune to disease and starts its turn in the area or moves there for the first time on a turn must make a constitution saving throw. On a failure, they take a number of d10s of necrotic damage equal to the number of your sneak attack dice, and are poisoned for one round. They take half damage and aren’t poisoned on a success. Creatures immune to diseases who start their turn in the area or move there for the first time in a turn regain hit points equal to two rolls of your sneak attack dice. Either way, once a creature is affected by the cloud, they are immune to its effects for one minute. Once you use this feature you can’t use it again until you complete a long rest.
Physician Drugs
Overview
The Physician Subclass’s drugs are divided between two large categories:
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Syringes are drugs that are faster to administer and whose effects are active immediately, but that are usually less potent as a result. They can be administered as a bonus action to willing creatures. Administering a syringe to a willing creature also requires you to be within 5ft of them to perform a clean injection. If you instead try to administer a drug via syringe to a hostile creature, you must use the attack action to make a melee weapon attack against them. A syringe uses the same statistics as a dagger.
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Ampoules are drugs that generally are more potent but take longer to administer, or they can be thrown and release their contents in a small area of effect. They always take an action to use, unless they specify otherwise.
Blood Coagulant
Type: Syringe
Cost: 1 charge
A creature who is administered this drug regains an amount of hit points equal a roll of half your sneak attack dice (rounded down).
Morphine
Type: Syringe
Cost: 1 charges
This substance dulls one’s sense of pain. A creature who is administered this drug has advantage on constitution saving throws for a number of rounds equal to your intelligence modifier.
Mustard Gas
Type: Ampoule
Cost: 2 charges
You throw this ampoule at a point within 60ft of you, whereupon it shatters and releases a cloud of caustic gas in a 15ft. radius sphere. Creatures in the sphere must make a Constitution Saving Throw or take acid damage equal to 1d10 for every 2 of your sneak attack dice, or half as much on a success.
Penicillin
Type: Syringe
Cost: 1 charge
A creature who is administered a dose of this medicine is cured of one disease afflicting it.
Antidote
Type: Syringe
Cost: 1 charge
A creature who is administered a dose of this medicine is cured of the poisoned or blinded condition.
Restorative Chalice
Type: Ampoule
Cost: 1 charge
This drug is administered to a willing creature within 5ft of you and its effects take 1 minute to happen. Once they do, the target regains an amount of hitpoints equal to 1d8 for every 2 sneak attack dice you have, + your intelligence modifier.
Anticoagulant
Type: Syringe
Cost: 2 charges
A creature who is administered this drug becomes very susceptible to bleeding. The next time they take slashing, piercing or necrotic damage, they suffer extra damage of that type equal to 1d8 + your intelligence modifier.
Nicotine
Type: Syringe
Cost: 1 charge
This substance makes a creature’s mind race. A creature who is administered this drug has advantage on Intelligence saving throws and spellcasting ability checks for an amount of rounds equal to your Intelligence modifier.
Caffeine
Type: Syringe
Cost: 1 charge
A creature who is administered this drug has advantage on saving throws to avoid exhaustion for an amount of hours equal to your intelligence modifier.
Chloroform
Type: Ampoule
Cost: 2 charges
As an action, you throw this ampoule to a point you can see within 60ft of you, where it shatters into a cloud that occupies a 10ft. Cube. Every creature in the cloud must make a Constitution Saving Throw. On a failure, they become sluggish, and suffer the effects of the slow spell for one round. On a success, their speed is reduced by 10 feet for the same amount of time.
Miracle Antidote
Requirement: 9th level
Type: Syringe
Cost: 2 charges
A creature who is administered this drug is cured of one condition of your choice: Deafened, Charmed, Frightened, Paralyzed, Petrified or Stunned.
Adrenaline
Requirement: 9th level
Type: Syringe
Cost: 3 charges
A creature who is administered this syringe gains an amount of temporary hit points equal to 1d8 for every 3 sneak attack dice you have (rounded down) + your intelligence modifier. They last until the start of your next turn.
While the temporary hit points last, the creature has its speed increased by 5 feet and can make a melee weapon attack at advantage as a bonus action.
Antibiotics
Requirement: level 9
Type: Ampoule
Cost: 1 charge
You throw this ampoule at a point within 60ft of yourself where it bursts in a 10ft radius sphere. Any creature inside that sphere gains immunity to disease for an amount of rounds equal to your intelligence modifier.
Immunosuppressant
Requirement: Level 9
Type: Syringe
Cost: 2 charges
A creature who is administered this drug is rendered more susceptible to disease; If they were immune to diseases, they lose that immunity for an amount of rounds equal to your intelligence modifier. Additionally, if they take damage from a disease, that damage bypasses resistances.
Antivenom
Requirement: level 9
Type: Syringe
Cost: 3 charges
A creature who is administered this drug becomes immune to poison damage and the poisoned condition for an amount of rounds equal to your intelligence modifier.
Hemorrhagic Pathogen
Requirement: level 9
Type: Ampoule
Cost: 2 charges
You throw this ampoule at a creature within 60ft of yourself. The creature must succeed on a Dexterity saving throw or be covered with a substance housing a deadly pathogen, taking an amount of necrotic damage equal to 1d8 for each of your sneak attach dice. On a success, they avoid the damage entirely.
Superior Coagulant
Requirement: level 13
Type: Syringe
Cost: 3 charges
A creature who is administered this drug regains hp equal to a roll of your sneak attack dice.
Burning Blood
Requirement: level 13
Type: Syringe
Cost: 3 charges
A creature who is administered this drug has an inflammation spread through their circulatory system. They must make a Constitution Saving Throw. On a failure, they suffer a 1d4 penalty to attack rolls, ability checks and saving throws for an amount of rounds equal to your intelligence modifier. Whether they succeed or not, at the start of their turns, for the same duration, they take 1d6 necrotic damage.
Hallucinogenic Fumes
Requirement: level 13
Type: Ampoule
Cost: 4 charges
You throw this ampoule at a point within 60ft of you, whereupon it bursts into a 15ft cube. Any creatures in the cube must succeed on an Intelligence saving throw. On a failure, they suffer the effects of the Confusion spell for one round.
Trenbolone Acetate
Requirement: level 13
Type: Syringe
Cost: 3 charges
A creature who is administered this drug gains advantage on strength saving throws and strength checks for a number of rounds equal to your Intelligence modifier. For the duration, the first time they deal damage with a melee attack that uses strength, they also deal extra damage equal to a roll of half of your sneak attack dice (rounded down)
Pheromones
Requirement: Level 13
Type: Ampoule
Cost: 2 charges
This ampoule is a perfume bottle that a creature has to apply to themselves over the course of 1 minute.
A creature who is administered this drug gains advantage on charisma saving throws and can’t roll below a 10 on charisma checks for an amount of hours equal to half your intelligence modifier (rounded down). Additionally, once during this duration, they can display their charm as an action. All creatures of their choice within 30ft of them must succeed on a Wisdom Saving Throw utilizing your DC, or be charmed by them for 1 minute, or until they are damaged or subjected to a harmful effect by them or their allies.
Additional Proficiencies
When you choose this archetype at 3rd level, you gain proficiency in the medicine skill, brewer’s supplies, and herbalism kit, and double your proficiency bonus for any checks made with them.
Physician’s Supplies
Also at 3rd level, your advanced understanding of medicine allows you to concoct special drugs and tinctures, which you store inside of syringes and ampoules. You gain charges of Physician’s supplies equal to twice your proficiency bonus. You can regain any lost charges on a short or long rest so long as you have your Brewer’s Supplies.
Physician’s Drugs
Once more at 3rd level, you have committed to memory the recipes of a series of drugs, which can both heal the body and destroy it from the inside.
Choose 6 drugs. You gain two more drugs at levels 9, 13 and 17. Every time you gain a level in this class, you can exchange one drug you know for another one whose prerequisites you meet.
If a drug requires a creature to make a saving throw, the DC is 8 + your proficiency bonus + your Intelligence modifier.
Swift Practitioner
At 9th level, your experience in the field lets you deliver treatment exceedingly quickly. If you dash or disengage using your cunning action, you can now also administer one of your drugs through a syringe to a willing creature you move next to. You can use this feature once per turn.
Anatomical Knowledge
At 9th level, your expertise in medicine allows you to more easily exploit the weaknesses of your enemies. As a bonus action, you make an Intelligence (Medicine) check against a creature you can see, contested by the target’s Charisma (Deception) check. If you succeed, you can use your Sneak Attack against that target even if you don’t have advantage on the attack roll, but not if you have disadvantage on it.
This benefit lasts for 1 minute or until you successfully use this feature against a different target.
Medicinal Cocktail
At 13th level, you have learned how to mix your drugs to deliver multiple effects at once. When you deliver the effect of one of your physician’s drugs through a syringe, you can choose to apply the effect of another drug whose recipe you know, so long as both their prerequisites are met. When you use this feature, you subtract an amount of charges of your Physician’s Supplies equal to the cost of the more expensive of the two drugs, rather than summing their costs.
Panacea
Your uncanny expertise in the medical arts has reached the highest peak imaginable. At 17th level, whenever you use one of your Physician’s Drugs, you can reduce its cost by 1, to a minimum of 1. Additionally, creatures affected by your Anatomical Knowledge feature roll Constitution saving throws against your Physician’s Drugs and Compound X feature at disadvantage.
Compound X
At 17th level, you develop a potent regenerative gas laced with a fast-acting, extremely violent and volatile disease. As an action you expend 4 charges of your physician’s supplies and throw a canister at a point within 90ft of yourself. The canister bursts into gas that covers a 30ft radius sphere.
The area persists until the start of your next turn, or until it’s dispersed by a strong wind, and it’s considered to be lightly obscured. Any creature who isn’t immune to disease and starts its turn in the area or moves there for the first time on a turn must make a constitution saving throw. On a failure, they take a number of d10s of necrotic damage equal to the number of your sneak attack dice, and are poisoned for one round. They take half damage and aren’t poisoned on a success. Creatures immune to diseases who start their turn in the area or move there for the first time in a turn regain hit points equal to two rolls of your sneak attack dice. Either way, once a creature is affected by the cloud, they are immune to its effects for one minute. Once you use this feature you can’t use it again until you complete a long rest.
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