Base Class: Rogue
Use the precision of a surgeon to cure and kill.
Take the precision of the rogue and the knowledge of a doctor. Use both to kill your enemies and cure your allies. Physicians study the biology of every creature known to them. They do not need magic for their skills and know more about how body's work than anyone else. As a physician you may have been trained at a great institute before showing your skills to the world, or you may have learnt on the streets having to gain knowledge from dissecting any corpse available to you.
Level 3: Supportive Insight
You can share your knowledge of anatomy to your allies.
As a reaction when an ally within 30ft makes an attack roll you may expend a use of this ability and give them advantage. You can use this ability an amount of times equal to your proficiency bonus recharging on a short rest.
Level 3: Physicians Mind
You're blades have more than one use, you gain the following benefits.
Study of the body. When making a Medicine check you may use your Intelligence modifier instead of your Wisdom modifier.
Doctor's Touch. When you take the Help action to try to stabilize a creature with 0 Hit Points, which requires a successful DC 10 Wisdom (Medicine) check, instead of becoming stabilized the creature gains consciousness and HP equal to your rogue level.
Level 9: Surgery
You gain the following Cunning Strike options.
Medical Advice (Cost: 1d6). Immediately after the attack, you allow one ally within 30ft to expend one of their hit die and then gain health equal to that roll.
Vital Strike (Cost: 2d6). You strike a vital part of a target, forcing it to make a Constitution saving throw. On a failed save, the target is bleeding. While the target is bleeding it has disadvantage on Dexterity (Stealth) checks and at the beginning of each of its' turns it takes 1d6 piercing damage which can't be reduced. The target may use an Action to stop the bleeding on a successful Wisdom (Medicine) check.
Level 13: Doctor's Assistance
When a creature you choose within 60ft of you rolls to gain health they may re-roll and use the higher result.
Level 17: Resuscitation
You can take the Help action to try to resuscitate a creature that has died within the last 10 minutes, which requires a successful DC 20 Wisdom (Medicine) check. On a success the creature becomes stable and clears its successful and failed death saving throws. On a failure this feature cannot be used on the same creature for 1 day.
A Stable creature doesn’t make Death Saving Throws even though it has 0 Hit Points, but it still has the Unconscious condition. If the creature takes damage, it stops being Stable and starts making Death Saving Throws again. A Stable creature that isn’t healed regains 1 Hit Point after 1d4 hours.
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