Rogue
Base Class: Rogue

Not all rogues rely solely on poison or shadow...some bring bandages instead of bombs. Sawbones are battlefield medics trained in speed, anatomy, and brutal pragmatism. Whether shaped by war, street survival, or underground surgery, these rogues treat wounds mid-combat with the same efficiency they dismantle enemies.

Sawbones don’t wield divine magic or call upon healing spirits. They rely on grit, reflexes, and anatomical precision. They carry gauze and bone saws, battlefield stims and scalpels, and know just where to strike to collapse a knee or revive a friend. They move like a scalpel through chaos, slipping between blade and blood, stitching the broken and cutting the dangerous.

Where others see a casualty, the Sawbones sees a patient. And where others see a vital organ, they see an opening.

Level 3: Field Medic

You are trained in the brutal science of battlefield medicine and combat alchemy.

You gain expertise with Medicine and alchemist’s supplies.

Quick Patch

When a creature within 5 feet of you drops to 0 hit points, you can use your reaction to stabilize them. If you succeed on a DC 15 Medicine check, the creature is stabilized and also regains 1 hit point.

Combat Salve

During a long rest, you concoct a potent, fast-acting salve. As a bonus action, you may apply it to yourself or an ally within 5 feet.

  • The target regains hit points equal to your Sneak Attack dice + your proficiency bonus.

  • They gain advantage on saving throws against poison, fear, and being paralyzed for 1 minute.

You may use this salve a number of times equal to your proficiency bonus per long rest.

Weapon Toxin

You also prepare a number of deadly contact toxins equal to your proficiency bonus. When you hit a creature with a melee weapon attack that deals Sneak Attack damage, you may apply this toxin.

  • The target must succeed on a Constitution saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier), or become poisoned until the end of your next turn and unable to take reactions during that time.

  • On a success, the target has disadvantage on its next attack roll instead.

The toxin is expended after use. You regain all expended uses the end of a long rest.

Level 9: Precise Anatomy

Your extensive knowledge of anatomy makes you both deadlier and more effective in disabling opponents.

Once per turn when you deal Sneak Attack damage, you can choose one of the following effects to apply to the target in addition to the damage:

  • Hamstring – The target's speed is halved until the end of its next turn.

  • Nerve Jab – The target must succeed on a Constitution saving throw (DC = 8 + proficiency bonus + Dexterity modifier) or have disadvantage on its next weapon attack.

  • Bleed – The target takes 1d6 damage at the start of its next turn. This increases to 2d6 at level 13 and 3d6 at level 17.

Once per turn when you deal Sneak Attack damage, you may choose to expend a prepared Weapon Toxin to trigger its effect on the target. The toxin is consumed whether or not the effect is resisted.

Level 13: Adrenal Surge

You’ve perfected a combat-grade stimulant for emergencies. As a bonus action, you may inject yourself or a creature within 5 feet (even unconscious allies) with an Adrenal Surge.

The target gains the following effects:

  • Temporary hit points equal to your rogue level

  • Can immediately move up to half their speed without provoking opportunity attacks

  • Gains advantage on Strength and Dexterity saving throws until the start of your next turn

You may use this feature a number of times equal to your proficiency bonus per long rest.

Level 17: Back from the Brink

You’ve developed a powerful regenerative compound for when death is seconds away.

When you or a creature within 30 feet would be reduced to 0 hit points, you can use your reaction to intervene with a burst injection or thrown vial.

Instead of falling unconscious, that creature:

  • Drops to 1 hit point

  • Gains temporary hit points equal to twice your rogue level

  • Can immediately stand up or move up to half their speed without provoking opportunity attacks

  • Gains advantage on all saving throws until the end of their next turn

You may use this feature once per short rest, or by expending two uses of Adrenal Surge.

Sawbones Image

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