Base Class: Rogue
In a world where magic can alleviate the most grim of wounds and turn back the tide of death itself, what use is a remedy crafted by the hands of mortals. In a perfect world, this would be true. In reality, the divine hands of the faithful are not always on hand. Some charge fees for their services that the thorps and villages cannot provide. Some have to stay their divine blessing from those who have displeased their deity. Then there are the unfortunate magic-dependent adventurers that get caught with their pants down in an antimagic field.
Enter the Healer, an expert in anatomy and poultices. Armed with a healer's kit of their own design, they operate in the poor villages, destitute slums and other out-of-the-way places where clerics wielding divine power are, for some reason, unavailable. Some healers are altruistic, lending their aid to the forgotten. Others are quick to make a profit from the blood and ichor of needy customers.
Healer's Knowhow
At 3rd level, you gain proficiency in Medicine and the herbalism kit.
Advanced Healer's Kit
Starting at 3rd level, you gain a modified healer's kit. Instead of 6 uses, this healer's kit has 10 uses. You are able to use this healer's kit for a greater variety of effects than those outside of this subclass. Upon gaining this feature at 3rd level, the healer gains the use of 2 effects, each use of which cost one use of the healer's kit. You may gain another 2 effects at 13th level. You replenish all uses of your healer's kit during a long rest. In addition, as a bonus action, you may stabilize a dying creature.
If you lose your healer's kit, or it is destroyed, you may either purchase another healer's kit and spend a short rest to modify it, or spend a long rest gathering materials to construct another healer's kit.
The modified healer's kit has any abilities a normal healer's kit possesses, in addition to abilities gained due to the modification.
Administer: Preventative Medicine
As an action, you may give a creature advantage on the next saving throw against an effect that inflicts poison, paralysis, frightened, or disease until it takes a long rest.
Administer: Sedative
You attempt to give one creature the unconscious condition. If the creature is hostile, you must make an attack roll. Roll Sneak attack value. If the creature is willing, or if it's hit points are equal to, or less than, the sneak attack value that is rolled, the creature gains the unconcious condtion for 1d4 minutes.
Bind Wounds
As an action, target creature within reach regains hit points equal to your rogue level x 2. This creature cannot be targeted by this feature, again, until they finish a short rest.
Detoxify Substance
As an action, remove an effect from an edible substance that would cause the poisoned condition.
Placebo
As an action, you may attempt to remove one of the following condtions: poisoned, frightened, charmed, or remove any disease, from a creature. You must roll charisma(deception) against your target's wisdom(insight) roll. This roll is made with disadvantage if you are trying to remove disease or the charmed condition.
Treatment: Poisoned
As an action, remove the poisoned condition from a creature.
Treatment: Stunned
As an action, you may remove the stunned condition from one creature.
Treatment: Wounds
During a short rest, choose one creature and roll your sneak attack value. That creature is healed the amount rolled. That creature cannot benefit from the Treat Wounds feature until after a long rest.
Self-Inoculation
Starting at 9th level, as long as there is one use of your healer's kit remaining, you gain advantage on saving throws from effects that inflict the following conditions: Blinded, Deafened, Frightened, Stunned, Poisoned, and Unconscious.
Improvised Healing
Starting at 17th Level, when you complete a short rest and you have no uses of your healer's kit left, roll 1d4. You regain that many uses of your healer's kit.
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Posted Jun 20, 2019Hey, thanks for the feedback! It's good to know that this subclass is still being considered for play, after all this time.
I've been looking into updating this class, but had to put it on hold, for a while. I should be able to find some time to work on it, soon. I still think that it's a cool concept.
I'll look into the Administer: Sedative ability and probably add more competitive healing (I have not forgotten some previous suggestions).
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Posted Jun 17, 2019Hi!
One of my players found this subclass, and i have to say i think its a good idea. my only concers is that the administer sedative seems a bit strong in combat. We havent tested it yet but iam thinking about minor changes during combat, something along the lines of 1d4 rounds of blindness/deafness giving the enemy disadvantage, or 1 round of stun and this would be a con save againts the charaters medicine check, while out of combat this check would cause the mentiond 1d4 minutes of sleep or unconcious condtion, my reasoning behind this is that since this would be a rouge i think the person who uses these abilitys would have some kind of chemicals to create these disadvanteges or sleep itself.
This is good stuff thank you for sharing it!
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Posted Aug 1, 2018Why not have them gain the ability to have them heal with half your rogue level sneak attack dice? Keeps you competitive in the healing.
Maybe a late game addition from thief where you can heal as bonus action.
Also, see if taking healer feat would cause something to stack or have other benefits.
All in all, love what you're going for. Just little things to keep in mind.
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Posted Jul 9, 20181. They are definitely skill monkeys, makes sense they may want to add another skill.
2. I definitely think of sneak attack as aiming for a vital organ, so the anatomy thing sounds right to me.
3. Interesting back story on how you came to make this subclass.
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Posted Jul 8, 2018I have at least three reasons why I would base this off the rogue class. These reasons may overlap due to my odd thought process.
1. I see rogues as an expertise-based template class, able to specialize in many things. I figured that healing should be one of those things.
2. Given that they have the sneak attack ability, this would give the impression that they would know a bit about anatomy. I took that thought process and ran with it.
3. This subclass actually wasn't a healer, at first. The original idea was, in fact, a bit more stereotypically 'roguey': It was to be something called the Quack, the false healer. As I worked on the Quack, I looked at the idea and figured that I could go further with it and be an actual, non-magical healer.
Hope this answers your question, satisfactorily.
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Posted Jul 7, 2018Nice stuff here, I just don't fully understand why it would base off of Rogue. Is it because Rogues have been known to take an interest in poisons, and some might therefore use the knowledge to heal rather than harm?
Thematically, I'm just not getting it.
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Posted Jun 14, 2018I see what might be going on here. I used the Advanced Class Features to link to the Advanced Healer's Kit ability. I'll try to fix that issue. In the meantime, I'll copy some of those features, here.
Administer: Preventative Medicine
As an action, you may give a creature advantage on the next saving throw against an effect that inflicts poison, paralysis, frightened, or disease until it takes a long rest.
Administer: Sedative
You attempt to give one creature the unconscious condition. If the creature is hostile, you must make an attack roll. Roll Sneak attack value. If the creature is willing, or if it's hit points are equal to, or less than, the sneak attack value that is rolled, the creature gains the unconcious condtion for 1d4 minutes.
Detoxify Substance
As an action, remove an effect from an edible substance that would cause the poisoned condition.
Placebo
As an action, you may attempt to remove one of the following condtions: poisoned, frightened, charmed, or remove any disease, from a creature. You must roll charisma(deception) against your target's wisdom(insight) roll. This roll is made with disadvantage if you are trying to remove disease or the charmed condition.
Treatment: Wounds
During a short rest, choose one creature and roll your sneak attack value. That creature is healed the amount rolled. That creature cannot benefit from the Treat Wounds feature until after a long rest.
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Posted Jun 14, 2018Sorry to say this doesn't Answer my question. After I read your reply, I reread your class to see if I missed something, like a link or a pop-up. At last I found nothing. Is it possible the typeface is only for subscribers? I would post a screen shot so you could see what I am seeing but this will have to do because I can't seem to find a way to post a non URL based Image.
"Starting at 3rd level, you gain a modified healer's kit. Instead of 6 uses, this healer's kit has 10 uses. You are able to use this healer's kit for a greater variety of effects than those outside of this subclass. Upon gaining this feature at 3rd level, the healer gains the use of 2 effects, each use of which cost one use of the healer's kit. You may gain another 2 effects at 13th level. You replenish all uses of your healer's kit during a long rest. In addition, as a bonus action, you may stabilize a dying creature.
If you lose your healer's kit, or it is destroyed, you may either purchase another healer's kit and spend a short rest to modify it, or spend a long rest gathering materials to construct another healer's kit.
The modified healer's kit has any abilities a normal healer's kit possesses, in addition to abilities gained due to the modification."
This block of text explaining how many effects you get, and uses or charges the Advanced Healer's Kit has. After the last line quoted, it goes into "Self-Inoculation."
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Posted Jun 13, 2018The options are in a smaller typeface after the Advanced Healer's Kit ability. They consist of the list entries from Administer: Preventative Medicine to Treatment: Wounds.
I'm glad you like this concept, and I'll work on this a bit more. I was wondering whether, or not, to just add all the effects as options. I was wondering if increasing the kit uses from 6 to 10 was either a bit too much or if I should have them increase as the rogue goes up in levels.
I apologize for the late reply, SxlTyrano. Hopefully this answers the question.
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Posted Jun 8, 2018I like what this class is going for. I really want to play a character that doesn't use magic to heal friends. But What are the Advanced Healer's Kit options? Until that is put into place, this variant is in a sad state of affairs.