Rogue
Base Class: Rogue

"Don't worry, I've got you. Everything will be alright." Says the healer. A moment later the patient is convulsing on the ground, foaming at the mouth. "Oops" shrugs the doctor "too much of that herb I guess!"

Experimental Healers come from locations where there is little to no medical knowledge, or from doctors with medical knowledge that just don't care and want to push their limits. While there may be good intentions behind most of their work, curiosity and pushing limits often result in unfortunate outcomes. With a basic understanding of medical practice, these healers branch out and use as many skills as they can to take their work to new highs. They'll be seen mixing herbs, creating alchemical items, and dabbling in poisons all to further their understanding of medicine.

They're often referred as quacks, loonies, or just flat out dangerous. However, in some places they're the only doctor or the only one capable of helping others through their own techniques, which many are thankful for.

Diverse Study

An experimental healer must know how to use and create a variety of medical related treatments. You gain proficiency in the medicine skill and choice of tools: Poisoner's Kit, Alchemist's Supplies, or Herbalism Kit. 

Alchemist

You gain proficiency with the Alchemist's Supplies.

Herbalist

You gain proficiency with the Herbalism Kit.

Poisoner

You gain proficiency with the Poisoner's Kit.

Core Treatments

At level 3 you learn 2 core treatments.

To perform these treatments you gain the use of an Experimental Treatment Kit. This kit contains what is in a Healer's kit (3 lb), plus Alchemist's Supplies (6 lb), Herbalism Kit (2 lb), and Poisoner's Supplies (1 lb) - totaling 10 pounds. The kit has 10 uses and reduced weight since your tools between trades are interchangeable. This kit performs all the basic functions of the other kits and can be used for learning specialized medical treatments. Each treatment is 1 action and requires 1 use of your kit. During a long rest you replenish a number of use charges to your kit equal to your proficiency bonus. If lost, you may buy each individual kit and remake it.

You gain additional treatments at levels 6, 9, 13, and 17.

If trying to administer to an unwilling creature, make an attack roll using your dexterity modifier + proficiency bonus modifier as your attack modifier. The creature then rolls a constitution saving throw of 8 + your Intelligence modifier + your proficiency bonus to save vs the effect of the treatment.

Anesthesia

You put a creature into a sleep condition for the main effect. The creature is unconscious for 2 rounds and all healing done on the creature is increased by one die size during this time.

Secondary effect gives +1 to wisdom saves and resistance to psychic damage for 1 minute to that creature after awakening.

Healing Substance

You administer a substance full of healing properties to a creature with a main effect of restoring 1d4 + half your rogue level to that creature.

Secondary effect gives +1 to charisma saves and resistance to necrotic damage for 1 minute to that creature.

Painkiller

You inject a creature with a painkiller. Roll your sneak attack for the main effect, that creature gains temporary hit points equal to the roll for 6 minutes.

Secondary effect gives resistance to non-magical bludgeoning, piercing, and slashing damage damage for 2 rounds to that creature.

Potent Serum

You use a potent serum on a creature for the main effect that temporarily removes a single disease or poisoned for 1 hour. If an experimental modification extends this time for 20 hours or more, the condition is permanently removed.

Secondary effect gives +1 bonus to constitution checks and natural armor for 1 minute to that creature.

Restorative Substance

For the main effect you temporarily cure a creature's blinded or deafened condition for 1 hour. If an experimental modification extends this time for 20 hours or more, the condition is permanently removed.

Secondary effect gives +1 bonus to perception checks and ranged attacks for 1 minute to that creature.

Smelling Salts

You administer a strong smelling mixture to a creature for the main effect which temporarily removes the stunned or paralyzed condition for 1 hour from a creature. If an experimental modification extends this time for 20 hours or more, the condition is permanently removed.

Secondary effect gives a +1 bonus on strength checks and melee attack rolls for 1 minute to that creature. 

Stimulants

You administer a concoction for the main effect that temporarily removes 1 level of exhaustion for 6 minutes from a creature.

Secondary effect gives a +1 bonus to dexterity checks and initiative for 1 minute to that creature.

Modifications do not increase the amount of exhaustion levels, but does affect the time.

Experimental Modifications

At level 3 you choose a modification to alter your treatments with. You learn additional modifications at levels 6, 9, 13, and 17. You may only use one modification each treatment at level 3, and increases by an additional modification at levels 9, 13, and 17. Modifications may be combined, and/or a single modification may used multiple times. They require no action and are simply your best guess at dosage while administering a treatment.

Modifications are based on your proficiency with the alchemist, herbalist, and poisoner kits. Perform one single roll to determine if the experimental modifications work or fail: 10 + 4 per modification if proficient in the experiment's kit, or +6 per modification if not proficient in the experiment's kit. Roll your medical to determine success or failure. Failing removes any core treatment benefit. Failing by 5 or more also causes side effects and all side effects happen at once if using multiple experiments. Some experiments call for random side effects - see below.

*You may not use Reliable Talent with modification checks, as the experiments are not reliable!

Random Side Effects:

  1. Fall prone paralyzed, foaming at the mouth for 1 minute.
  2. Cough & sneeze uncontrollably for 5 rounds (incapacitated).
  3. Become calm, serene, and lethargic for 5 minutes giving disadvantage on all saving throws.
  4. Your bowels erupt leaving you stunned for 1 round and dealing you 2d6 damage, plus makes you stink terribly.
  5. Unquenchable thirst, needing to drink anything liquid nearby for 2 rounds.
  6. Uncontrollably shout for 1 minute.
  7. Hallucinate and attack yourself with the most ready weapon.
  8. Your body reacts badly and saps you, increasing your exhaustion level by 1.

Abject Failure - Rolling a 1 causes an additional random side effect to the creature(s) you're administering to, or to you in the case of creating a potion.
Astounding Success - Rolling a natural 20 allows you to do one of the following as part of the treatment.

  1. Double the bonuses and time length of the secondary effect of the treatment.
  2. Increase the die size of the treatment by 1, for healing or temporary HP.
  3. Perform the exact same treatment and with experiments again one time in the next hour without needing to roll.
Alchemy - Gaseous Delivery

This alchemy based experiment attempts to make your treatment gaseous, allowing it to affect all creatures in a 5ft radius from a point of origin in a 10ft range from you. Or if used as part of a potion, the potion fumes in a 5ft foot radius upon opening or breaking. Each additional use of this modification increases the radius by 5ft.

Failure of 5 or more instead causes the substance to explode back in your face dealing you 1d6 fire damage to you and all creatures in a 5ft radius around you, and additionally doing 1d4 bludgeoning damage and stunning you for one round.

Alchemy - Unstable Potion

This alchemy based experiment uses one of your treatment kit charges. On a successful modification check you make one of your treatments into a potion, useful for 8 hours. You may throw the potion as a thrown weapon, (20/60 range)

Failure by 5 or more causes the potion to boil over, spilling and fuming in a 10ft radius to cause a random effect to you and all creatures in it , roll 1d8 to determine - other creatures perform a constitution save against this (8 + your medical).

Herbalist - Enhanced Effect

This modification can do one of two things. With this herbalist based modification you cause a treatment that treats a condition to make the creature immune to that single chosen condition for the duration of the secondary effect of the treatment. Or you may while performing a Core Treatment, add a secondary effect of another Core Treatment to it.

Failure by 5 or more gives the creature vulnerability against the chosen effect instead.

Herbalist - Twisted Herbs

With this herbalist based experiment you use a mixture of nefarious, vile herbs to create a counter and opposite reaction to the Core Treatments. Makes healing turn into poison or necrotic damage, bonuses into negatives, and treatments that cure status effects to cause a single one of your choice that it normally treats. Duration time remains the same and may be made permanent.

Failure of 5 or more causes a random side effect to you, roll 1d8 to determine, plus you take any other side effects from other modifications.

Poisoner - Increased Uptake

Using this poisoner based experiment on a successful modification check doubles any healing (not temporary hp) or secondary effect bonuses of a core treatment  (x4, x6, x8 if used multiple times).

Failure of 5 or more causes 1d4 + proficiency modifier of poison damage to the treated creature.

Poisoner - Time Lapse Bond

This poisoner based modification attempts to make the effect of the treatment last 10 times as long. Multiple uses of this experiment yield 20, 30, and 40 times as long.

Failure of 5 or more causes a random side effect to the creature, roll 1d8 to determine. 

Pocket Treatment

At 9th level you always have a treatment ready to go in your pocket. Once per short rest you may use a bonus action to perform a Core Treatment.

Risky Treatments

At 13th level you have learned and experienced a great deal, you're now confident enough to attempt to fix any condition. During a short rest you may attempt to fully restore any negatives to one ability score, one effect reducing the target's maximum hit points, or remove petrified requiring 2 uses of your Experimental Treatment Kit.  Make a medical check of 22, modifications may not be used on this treatment.

Failure results in 2 random side effects to the treated creature and 1 to you.

You may also attempt to bring a creature that has been deceased no longer than 1 minute back to life requiring 3 uses of your Experimental Treatment Kit, provided their body could sustain life. Make a medical check of 28. If successful the creature returns to life at 1 hp.

Failure causes the creature's body to rapidly decompose, leaving nothing behind but mush after 1 minute from a bad reaction to the treatment.

*These cannot be used with Reliable Talent

Doctor Not Quite Dead Yet

At level 17 you've experimented and modified yourself to be able to live on even through cardiac arrest, loss of blood, or other massive trauma. Once per long rest if you are reduced to less than 0 hp after 2 rounds you are restored to 1 hp, as long as your body would still support living.

Previous Versions

Name Date Modified Views Adds Version Actions
6/19/2020 6:01:30 PM
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6/20/2020 2:37:05 PM
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6/20/2020 5:23:01 PM
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7/15/2020 3:20:48 AM
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7/16/2020 1:24:14 AM
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