Rogue
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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