Rogue
Base Class: Rogue

While some rogues use their knowledge and dexterity to evade traps or dip into pockets, you focus your training on working with surgical precision to fight back the specter of death. This is no miracle of a holy man, but the combination of study, science, and sewing. Pox doctors and battlefield medics often find themselves at home in this archetype.

Medical Training

When you choose this archetype at 3rd level, you gain proficiency with the herbalism kit and the medicine skill. Due to your years of study of anatomy, you may substitute your int modifier for your wis modifier when you make medicine checks.

You can use healer's or herbalism kit 10 times to heal a patient under your care for a number of hit points equal to half of your proficiency bonus rounded up. At 3rd level, You may only use 1 kit, specifically for healing, once per long rest, 2 at 9th level, and 3 at 17th level.

Additionally, you can treat a number of patients (potentially including yourself) equal to your intelligence modifier (min. 1). A patient under your care who spends hit dice to restore hit points gains extra hit points equal to your proficiency bonus at the end of the rest, and can re-roll any hit dice that roll a 1. Patients must use the new roll, even if the new roll is a 1. The patient can't be an undead, construct, ooze, or plant.

Combat Medic

Starting at 3rd level your quick reactions can save lives in the most severe of situations even in the heat of battle. You gain the ability to use your cunning action to administer a healing potion to yourself or an ally, to perform a medicine check, or to us a healer’s kit. Healing potions administered by you grant additional hit points equal to your medicine modifier.

Acupuncture

Starting at 3rd level, you have learned how the nervous system works and how to take advantage of it. As an action, if you hold a sharp object, you may stab an ally that is no more than 5' away from you and that is damaged. You hit the nerve precisely, releasing the target's body stress, to grant temporary hit points equals to your sneak attack roll, up to a maximum of points equal to the damage that the target has. This temporary hit points last 8 hours, or until the target finishes a short or long rest. This ability can be used on a person once per short or long rest, and twice at 9th level. This feature can't be used on an undead, construct, ooze, or plant. This ability cannot be used on someone who has lost less than one of their largest hit die worth of health.

Field Surgery

Starting at 9th level, you can take advantage of the numbness caused by your Acupuncture feature to take care of the wounds. If you use the Medical Training feature on a patient that has temporary hit points from an acupuncture feature, you can heal the patient in the same amount. The temporary hit points of acupuncture disappears.

With a healer or herbalism kit, instead of healing, you may use this ability to cure one patient's disease or condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

Emergency Treatment

Starting at 9th level, you can use an entire healers or herbalism kit to bring a single creature that has died within the past minute back to life with no hit points but stable. The creature can't be an undead, construct, ooze, or plant. You can use this feature as many times as your proficiency bonus until you finish a long rest.

At 17th level, you can use this feature on a creature that has been dead for 5 minutes, and only uses up one use of a healers or herbalism kit.

Surgical Strike

At 13th level, you have learned to use your vast medical knowledge to wound your foes in critical locations. You can make a medicine check against a creature that you can see 60' away or less, dc 8 + opponents level (dc increments in 2 on each check on the same battle). On a successful check, your next sneak attack on that creature is considered a surgical strike. Surgical strike does no damage but can impose one of the following effects at your choice:

  • Reduce speed to 0 and disable reactions for 5 minutes.
  • Knock prone. If the target gets up in the next minute, it starts to bleed, getting 1d6 of damage when it get up and at the beginning of each of its turns. Now the target is poisoned. This effect last for 5 minutes. The target can only make the CON save after it started to bleed.
  • Disadvantage on next saving throw.
  • Incapacitated until it finishes its next turn.

The target may make CON save (8 + dex modifier + your proficiency) against this effect at the end of each of it's turns until they succeed. You can not affect the same target again until you finishes a long rest. The target can't be a construct, ooze, or plant.

Master of Medicine

At 17th level, your mastery over medicine allows you to do things most doctors would view as impossible. Your field surgery gains the ability to emulate the effects of greater restoration. While emulating restoration your targets can still recover hit points from the field surgery feature.

Now you can reattach a limb that has been severed in the last day.

The Doctor Image

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