Base Class: Rogue
You learned to patch wounds in dirty alleys and war-torn streets, where magic is rare and lives hang by seconds. Your tools are simple, your methods efficient, and your hands deadly precise. Whether through battlefield injections, improvised salves, or clever use of potions, you turn injury into tactical advantage. You move fast, heal faster, and your presence on the field shifts the flow of combat in favor of your allies.
Battlefield Medicine
3rd-level Medic feature
Battlefield Medicine
You’ve learned to heal in dirty back alleys and battlefields alike. Your methods may be unconventional, but they get the job done.
Battlefield Medicine
-
As a bonus action, you can use a healer’s kit to administer a salve, ointment, or injection, healing a creature for d6s equal to half your Rogue level, rounded up.
-
When you do this, you may add your Sneak Attack dice to your next attack, provided you don’t have disadvantage.
-
You can also use your Cunning Action to administer potions to yourself or allies.
Medical Mobility & Training
-
Your base walking speed increases by 10 feet.
-
You gain proficiency with Medicine, Herbalism Kit, and Surgeon's Tools, (expertise if already proficient).
-
You may add your Intelligence modifier to Medicine checks.
Surgical Manuvers
3rd-level Medic feature
Surgical Maneuvers
Ability Enhancements
-
When performing a Medicine check to administer a healing concoction, you can expend an additional use of a healer’s kit, herbalism kit, or Surgeon's tools to grant a temporary bonus of +1 to one ability score of the creature you heal for 1 hour.
-
At level 10, this bonus increases to +2.
-
The bonus can exceed 20, a creature can benefit from this feature once per ability per short or long rest.
Risky Healing
-
When using Battlefield Medicine to add Sneak Attack dice to a healing pool, you may take a penalty on the roll equal to or less than the number of Sneak Attack dice you spend.
-
If the check succeeds, roll additional d8s equal to the penalty for extra healing.
-
Alternatively, you may burn a number of dice equal to the penalty to end a condition:
-
1 die → Poisoned / Deafened / Unconscious
-
2 dice → Stunned / Blinded / Incapacitated
-
3 dice → Exhaustion / Paralyzed / Petrified
-
Rapid Response (Rider Ability)
-
Whenever you heal or stabilize a creature with Battlefield Medicine, you can move up to half your speed without provoking opportunity attacks.
-
You may do this a number of times equal to your proficiency bonus per short or long rest.
Frontline Coordinator
9th-level Medic feature
Hardened Focus
Years of grim work and high-pressure triage have steeled both your body and mind.
You gain resistance to psychic damage and are immune to the frightened condition.
When others falter, your composure never wavers.
Medical Warp
You’ve refined a cocktail of stimulants and rapid-response alchemical vapor that lets you displace targets in a blink of motion.
As an action, you can teleport a willing creature you can see within 60 feet to another unoccupied space you can see within the same range.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest.
If you attempt to teleport an unwilling creature, it must succeed on a Constitution saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier) or be teleported against its will.
Frugal Medic
Your field instincts allow you to spread your treatments across multiple allies at once.
When you use your Battlefield Medicine feature, you can divide the healing or condition removal among two creatures within 30 feet of you, splitting the effect as you choose.
At level 15, you can affect up to three creatures this way.
Field Adaptation
13th-level Medic feature
Field Adaptation & Lucky Surgeon
Self-Survival
Years of working in high-pressure, dangerous environments have sharpened your body and mind.
-
You can add your Intelligence modifier to all saving throws (Strength, Dexterity, Constitution, Wisdom, Intelligence, Charisma).
Enhanced Battlefield Medicine
Your refined techniques allow you to provide both healing and immediate battlefield support.
When you use Battlefield Medicine, the creature also gains:
-
-
A temporary bonus to AC equal to your Intelligence modifier until the start of its next turn.
-
The same bonus to its next saving throw.
-
Dual-Tool Efficiency (Flavor & Utility)
Your experience juggling multiple tools in the field allows greater flexibility:
-
You may now carry and switch between multiple healing tools as part of the same bonus action (Healer’s Kit, Alchemist’s Supplies, or Herbalism Kit).
Lucky Surgeon
Your precision and preparation allow you to recover from missteps:
-
a number of times equal to your intelligence modifier per long rest, you may reroll any medicine check or healing dice pool and use the more favorable result.
Adrenaline Jolt
17th-level Medic feature
-
Master Surgeon: When you heal or stabilize a creature with your Battlefield Medicine feature:
-
The creature you just healed can spend a reaction to immediately move up to their speed and take either an action or a bonus action after your turn ends.
-
You add the full amount healed to your next attack or Sneak Attack.
-
Comments