Rogue
Base Class: Rogue

Your studies into anatomy have placed you a cut above the rest in many different ways. Where most anyone can pick up a blade and stab with efficiency, you have also learnt to heal wounds the very same, and with that knowledge also comes the knowledge to make wounds deeper. You revel in your study, regardless of just how messy it becomes. But despite their medical training, many of them are, in fact, charlatans and con-men. Although they heal wherever they go, most charge a substantial fee or even channel dark magics to facilitate the spread of disease. Despite the many who chose the profession for selfish motives, there are still some who genuinely wish to help the sick and unfortunate.

As a physician, you excel at not only studying the weak spots of your enemies before striking with absolute precision, you also excel at providing medical aid to any who require it.

 

Bonus Proficiencies

When this archetype is chosen at 3rd level, you gain proficiency in medicine, and herbalism kit. You also gain advantage against diseases.

Medical Mind

At 3rd level, You gain your own personal healer's kit with a number of charges equal to your level in this class and regain all uses at a long rest.

You also can use a bonus action to expend one of your personal healer's kit charges to heal yourself or a creature a number of d8s equal to half your Rogue level or less (rounded up).

Physical analysis

Starting at 3rd level, once per short rest, you gain the ability to analyse an opponent’s physicality and determine the best possible place to strike. As a bonus action, you can make a Wisdom (Medicine) check against a creature you can see, contested by the target’s Charisma (Deception) check, incapacitated creatures automatically lose the contest. If you succeed, the next time you hit that creature, all damage is doubled.

At 17th level, you are able to use this feature twice per short rest.

Inflict Ailment

Beginning at 9th level, your anatomical knowledge has allowed you to target specific areas to hinder your enemies. Whenever you deal Sneak Attack damage to a creature, you can forgo three of the die to instead inflict an ailment, provided the creature has the right physical attributes. The target must succeed on a Constitution saving throw (DC 8 + your proficiency bonus + your Wisdom modifier) or suffer one of the following ailments of your choice:

Bleed

At the beginning of each of the target's turns, it loses 2d6 hit points from blood loss, for the purpose of resistances and immunities, the damage is considered necrotic. This ability can be stacked. At the end of each of its turns, the creature repeats the saving throw. On a success, or after 1 minute, the effect ends.

Ruptured tendons

The targets movement speed is reduced by 15 feet, and it has disadvantage on Dexterity saving throws. At the end of each of its turns, the creature repeats the saving throw. On a success, or after 1 minute, the effect ends.

Pained

The target has disadvantage on attack rolls. At the end of each of its turns, the creature repeats the saving throw. On a success, or after 1 minute, the effect ends.

Disease Resilience

At 13th level, your time surrounded by disease and death has given you an unnaturally strong immune system.

  • You gain resistance to poison and necrotic damage.
  • You are immune to diseases.

Resuscitation

At 17th level, you have become so skilled in your craft, that when a life is at stake, you achieve more than any magic could hope to. When you would normally roll to heal an unconscious creature with your personal Healer's kit, you instead use the highest number possible for each die.

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