Rogue
Base Class: Rogue

“There are no heroes among thieves,” is an old saying, one that you seek to prove wrong every day. While most sensible people avoid danger, you rush headlong into it, risking your own life to protect those around you. You’ve learned to time your strikes to distract your opponents and guard your allies, and to augment your physical prowess by dabbling in the healing arts.

Medicine Runner

When you choose this archetype at 3rd level, you gain proficiency with the herbalism kit and the Medicine skill. In addition, you can use the bonus action granted by your Cunning Action to attempt to stabilize a dying creature or to administer a potion or antidote to another creature.

Merciful Precision

Starting at 3rd level, whenever you deal sneak attack damage to a creature, you can choose to deal only half of the normal damage with the attack. If you do, one ally of yours that is engaged by the target in melee gains temporary hit points equal to the remainder. These hit points last until the beginning of your next turn.

In Harm's Way

At 9th level, your walking speed increases by 10 feet. If you have a climbing or swimming speed, this increase applies to that speed as well.

Expert Herbalist

At 13th level, your medicinal experience allows you to brew any type of potion with an herbalism kit, not just potions of healing, as long as the proper ingredients are available to you (DM’s discretion).

Watching Your Back

At 17th level, whenever you grant temporary hit points to a creature with your Merciful Precision, that creature also gains resistance to all damage for as long as those temporary hit points remain.

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