Rogue
Base Class: Rogue

The Physician is a cunning rogue who blends deadly precision with expert knowledge of anatomy and medicine. Masters of both the blade and the healing arts, they use their skills to exploit weaknesses in their enemies' bodies, delivering crippling strikes while keeping themselves and their allies in the fight. With a sharp mind and steady hand, The Physician can treat wounds in the heat of battle, sabotage foes with toxic concoctions, and manipulate their opponents' weaknesses for maximum effectiveness. Their calm under pressure and eerie expertise make them both feared and respected.

Doctor of Physic

When you choose this archetype at 3 level, you gain proficiency with the herbalism kit and the Medicine skill. You can use the bonus action granted by your Cunning Action to make a Wisdom (Medicine) check, take the Use an Object Action (But only to use a potion, or anything that can be created with an herbalism kit, on yourself or someone else), or use your healer’s kit.

Bone Setting

Starting at 3 level, during a short rest you can treat a number of patients (potentially including yourself) equal to your Wisdom Modifier (Min. 1). A patient under your care who spends hit dice to restore hit points gains extra hit points equal to your Wisdom Modifier (Min 1.) at the end of the short 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.

Bonesetting

Starting at 3 level, during a short rest you can treat a number of patients (potentially including yourself) equal to your Wisdom Modifier (Min. 1). A patient under your care who spends hit dice to restore hit points gains extra hit points equal to your Wisdom Modifier (Min 1.) at the end of the short 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.

Bloodletting

Starting at 9 level, by balancing the elemental humors in a patient’s body, you can cure a wide range of illnesses. You can make a Wisdom (Medicine) check as a bonus action and force a creature within 5 feet (Or yourself) to spend a hit die. Instead of regaining hit points they lose that much health, and if the result of the medicine check beats the save DC of an effect that inflicted a disease or caused the blinded, charmed, deafened, paralyzed, or poisoned condition, end that disease or condition.

Alchemy

By 13 level, you have become experienced in producing the strange remedies and potions peddled by apothecaries and alchemists. For the purpose of brewing potions, you are considered to be a spellcaster with levels in a class with spell slots equal to a third of your rogue level. The time and gold you must spend to brew potions, and to create antitoxins and other formulas with your Herbalism Kit, is halved.
Additionally, you gain expertise in your Herbalism Kit.

Faith Healing

When you reach 17 level, your experience and reputation as a Physician allows your first and last resort in the healing arts, prayer, to have some measurable effect, even if there is no true magic behind it. As a bonus action, you dramatically pray for the intercession of a higher power in protecting and healing an ally. Choose one friendly creature other than yourself within 60 feet of you who can hear you. That creature gains temporary hit points equal to 1d4 + your Wisdom modifier (Min. 1). As long as these temporary hit points last, the creature who has them has advantage on Constitution and Charisma saving throws. Only one creature can have temporary hit points from your Faith Healing feature at a time.
Additionally, a patient under your care who spends hit dice to restore hit points can reroll any dice that roll a 1 or 2. Patients must use the new roll, even if the new roll is a 1 or 2.

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