Rogue
Base Class: Rogue

You are the first responder, in a World where dragons and perils lurk anywhere, you fill a role to keep people on their feet, and take them out of harms way. Being a mobile and keen phisician, you gather information about health and is focused on keep your companions on their feet, while being observant enough to find weak points on enemies.mass

Spellcasting

When you choose this archetype, you have learn to create potions and darts that has spells effects.

Cantrips

You learn 3 cantrips: Spare The dying and two additional cantrips. You learn another cantrip of your choice when reaching 10th Level.

Preparing and Casting Spells

The Paramedic table shows how many spell slots you have to cast your Paramedic spells. To cast one of your paramedic spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of paramedic spells that are available for you to cast, choosing from the paramedic spell list. When you do so, choose a number of paramedic spells equal to your Wisdom modifier + half your paramedic level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of paramedic spells requires time spent in preparation and study: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Wisdom is your spellcasting ability for your paramedic spells. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a paramedic spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your  modifier

First responder

When you choose this archetype at 3rd level, you gain expertise with the  Medicine Skill (Double Proficiency), the Poisoner's kit, and Alchemist's Supplies. You get double proficiency to administer AND identify Poisons and Medicines.

Harms Away

When you choose this archetype at 3rd level, as option to your Cunning Action, you gain the ability to carry one unconscious creature (Medium sized or smaller) and no longer costs you extra movement. While carrying an ally Attacks of oportunity on you are at disadvantage.

In addition, when you make a  Medicine check to stabilize the creature as option to your Cunning Action

Keep it together

As a bonus Action, you can create a link with an Ally within 30 feet from you. When you do so, whenever you OR your ally regains Health point, both of you gain 2d4 Temporary HP.

You can do this a number of your Wisdom modifier (minimum of 2), and the temporary HP lasts 10 min. After you use this feature, you can't do so again until you finish a short or long rest.

Not on my watch

You aid your companions on the fight against death. When you do so, you cast the Revivify spell, without using a spell slot or material components. Wisdom is your spellcasting ability for this spell.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
10/19/2019 4:09:29 PM
28
1
0.1
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10/26/2019 3:36:58 AM
147
1
0.2
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7/4/2020 4:01:56 AM
102
9
0.3
Coming Soon

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