Rogue
Base Class: Rogue

Underworld doctors are those who practice medicine illegally. They can be found providing services to criminals, hostages, and crime organizations. They are known to have a knack for experimenting on those unfortunate enough to fall under their care, with the curing of their wounds being a mere side effect of their research.

Level 3: Medical Training

You are trained in various medical techniques. You have proficiency in the Medicine Skill and Herbalism Kit. Your proficiency bonus is doubled for any check that uses either of those proficiencies. In addition, you are capable of bringing out the fullest potential of any potion you use. Whenever you regain hit points from using a potion, you regain additional hit points equal to your proficiency bonus.

Level 3: HEALING SYRINGE

At the end of a long rest, so long as you have your herbalism kit in hand, you can develop special syringes that contain a potent healing agent. You develop a number of Healing Syringes equal to your Intelligence modifier + your proficiency bonus (minimum of 1 Syringe), As an action, a creature can use the syringe or administer it to an incapacitated creature. That creature then regains hit points equal to your Sneak Attack dice + your proficiency bonus. An unused Healing Syringes spoil at the start of your next long rest or 24 hours after their creation.

Level 3: CUNNING MEDIC

Your medical expertise and fast reflexes allow you to quickly make use of your healing syringes. Whenever you use your Cunning Action, you can as part of the same action, use a Healing Syringe on yourself or administer it to an incapacitated creature you can reach. In addition, during a short rest, you can develop a number of Healing Syringes equal to your proficiency bonus.

Level 9: TOXIN PURGE

Your time producing your healing syringes allows you to enhance them further. Whenever you use one of your Healing Syringes on a creature, it can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned. In addition, whenever a creature uses one of your Syringes, the creature also gains advantage on the next saving throw it makes before the end of its next turn.

Level 13: ANATOMICAL STRIKE

13th level Underworld Doctor feature Your knowledge of physiology allows you to strike them at key points, capable of putting the creature off commission. When you deal your Sneak Attack damage to a creature, that creature must succeed on a Constitution saving throw (DC {{savedc:int}}) or suffer one of the following penalties.
• Debilitate: The creature has disadvantage on attack rolls, Strength checks, and saving throws until the end of your
• Disonrientate: Until the end of your next turn, the target's speed is halved it takes a -2 penalty to AC and Dexterity saving throws, and it can't use reactions. In its turn, it can use either an action or a bonus action, not both.
• Exhanguinate: You grievously wound the target. The wound lasts until the creature regains all of its hit points. or the wounded creature, or a creature within 5 feet of it. uses an action to make a Wisdom (Medicine) check(DC {{savedc:int}}) ending the effect of such wounds on it on a success. At the start of each of the wounded creature's turns, it takes 1d6 necrotic damage, and it can repeat the saving throw, ending the effect of all such wounds on itself on a success. The creature can have multiple wounds (up to a maximum of 6 wounds)
• Knock Out: The creature is knocked unconscious for 1 minute, or until it takes any damage.
• Nerve Strike The creature is Stunned until the end of your next turn.

Level 17: PHYSICIAN

Your healing syringes are so effective, that they are capable of even bringing the dead back to life, so long as it's used quickly enough. If a creature has been dead within 1 minute, you may use an action to inject it with one of your Syringes. The creature then revives with 1 hit point. In addition, your healing syringes have lasting regenerative effects. Ifa creature regains hit points with one of your healing syringes, it regains 2d6 hit points at the start of each of its turns for 1 minute. Lastly, the effects of any potions you use last for twice as long, and if you would regain hit points from a potion, you regain maximum healing from that potion.

Previous Versions

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12/26/2024 5:29:26 AM
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