Rogue
Base Class: Rogue

Some physicians go through years of arduous training and research in order to qualify as a full fledged healer. However, some have this gift, but don't have the money or support to earn their qualifications. This is where you come in.

As a Back Alley Doctor, you operate outside of the law when it comes to treating the sick and wounded. You may find yourself having to offer cheaper rates than a cleric or healer due to the shadiness of the work, and you've learned not to ask any questions.

However, being invisible to the law has it's advantages. Medical experiments never dreamed of can be performed on your patients, as you don't have to worry about silly things like red tape and ethical medicinal practices. Maybe some of these procedures go wrong, but in your eyes, the customer gets what they pay for.

Spellcasting

When you reach 3rd level, you gain the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the cleric spell list.

Cantrips

You learn three cantrips of your choice from the Cleric spell list. You learn another Cleric cantrip of your choice at 10th level.

Spell Slots

The Back Alley Doctor Spellcasting table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell charm person and have a 1st-level and a 2nd-level spell slot available, you can cast charm person using either slot.

Spells Known of 1st-Level and Higher

You know three 1st-level cleric spells of your choice, two of which you must choose from the evocation and necromancy spells on the ckeric spell list.

The Spells Known column of the Back Alley Doctor Spellcasting table shows when you learn more cleric spells of 1st level or higher. Each of these spells must be an evocation or necromancy spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the cleric spells you know with another spell of your choice from the cleric spell list. The new spell must be of a level for which you have spell slots, and it must be an evocation or necromancy spell, unless you’re replacing the spell you gained at 8th, 14th, or 20th level.

Spellcasting Ability

Intelligence is your spellcasting ability for your cleric spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

 Back Alley Doctor Spellcasting

Rogue

Level

Cantrips

Known

Spells

Known

— Spell Slots per Spell Level —

1st

2nd

3rd

4th

3rd

3

3

2

4th

3

4

3

5th

3

4

3

6th

3

4

3

7th

3

5

4

2

8th

3

6

4

2

9th

3

6

4

2

10th

4

7

4

3

11th

4

8

4

3

12th

4

8

4

3

13th

4

9

4

3

2

14th

4

10

4

3

2

15th

4

10

4

3

2

16th

4

11

4

3

3

17th

4

11

4

3

3

18th

4

11

4

3

3

19th

4

12

4

3

3

1

20th

4

13

4

3

3

1

Illegitimate Qualification

As a "newly qualified" Back Alley Doctor, you have honed your skills in the ways of the healer, and you can create the paperwork to prove otherwise.

When you take this archetype at level 3, you gain proficiency in the use of forgery kits, and with medicine checks.

Targeted Surgery

Starting at 9th level, You can choose to take an attack or an attack spell with disadvantage. If the attack hits, the enemy has disadvantage on all attacks and spell attacks for the rest of the round. At level 12, you no longer attack at disadvantage using this ability.

Lobotomy

At 13th level, you gain the ability to pacify creatures with a precise strike to the frontal lobe. Use a bonus action to focus on the enemy's anatomy. The next time you hit with an attack, the enemy must make an intelligence saving throw. If they fail, they are stunned for one turn.

This feature can be used once plus your intelligence modifier per long rest.

Unethical Experimentation

At 17th level, your thirst for knowledge drives you to unspeakable acts in the name of medicine. These experiments can have great benefits, but if they go wrong can lead to disaster.

Choose one modification option from the list. This can be performed on any creature. Once you are ready to begin the procedure, make three medicine checks with a DC of 25. If all three succeed, the operation is successful, and the creature gains the permanent benefit. If all three of the checks fail, the opposite effect is inflicted permanently.

Due to how difficult it will be to perform these surgeries, this class feature can only be used once per month. Any effects that add points to ability scores cap at 20.

At level 20, you can choose a second modification to specialise in.

The surgeries cost 10k gold apiece. This is not recovered on a success or a failure. A creature can only have one modification on it ever, positive or negative.

Bone Marrow Mana-Infusion

On a success, the target gains +1 constitution.

On a failure, the target loses -1 constitution.

Cerebral Hormone Therapy

On a success, increase the target's wisdom by +1.

On a failure, the target loses -1 wisdom.

Cerebral Hyperlink

On a success, the target gains proficiency in a skill of their choice, or learns to speak a language of their choice.

On a failure, the target loses a random skill proficiency and a random language. If they only had one language, that target becomes mute.

Ear Canal Sculpting

On a success, add +1 to the target's dexterity.

On a failure, take -1 from the target's dexterity.

Frontal Lobe enlargement

If a success, increase the target's intelligence by +1.

On a failure, lower the target's intelligence by -1.

Hyper-Reactive Pupils

On a success, the user gains an extra reaction each turn.

On a failure, the user can no longer use their reaction.

Increased Lung Capacity

On a success, the target gains the ability to breathe underwater for an hour.

On a failure, the target can only breathe underwater for half of the usual duration.

Increased Muscle Density

On a success, add +1 to target's strength.

On a failure, remove -1 to target's strength.

Orbito-Frontal Cortex Defragmentation

On a success, the target gains +1 to charisma.

On a failure, the target loses -1 to charisma.

Triple Ventricle Addition

On a success, the target gains +10ft of speed per turn

On a failure, the target loses -10ft of speed per turn.

Previous Versions

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