Rogue
Base Class: Rogue

Combat Medics live and breathe for the danger of the battlefield. They quickly mobilize when they see an ally take heavy damage and are not afraid to put themselves right in the fray if that's where they are needed.

Rapid Response

When you chose this archetype at 3rd level, you have lightning fast reflexes when it comes to your allies. When an ally you can see is hit by a critical hit, the ally is reduced to zero hit points, or if the ally is reduced to less than half of their total hit points, you can immediately use your reaction to move up to your movement speed to Dash towards them and expend a healer's kit use to either stabilize and bring to 1 hit point or expend a use of healer's kit rolling 1d6+4+(additional hit points equal to the creature’s maximum number of Hit Dice).

Stabilizing Hand

Starting at 3rd level, you gain proficiency in the Medicine skill and the Healer's kit if you don't already have them. Your proficiency bonus is doubled for any ability check you make that uses these proficiencies.
You can also use the bonus action granted by your Cunning Action to attempt to stabilize a dying creature.
When you do this the creature gains the amount of hit points equal to your rogue level.

Surgical Precision

 

At 9th level, your anatomical prowess lets you exploit openings in an opponents defense to inflict a debilitating injury to them.

When you would deal sneak attack damage on your turn, you can choose to decrease your sneak attack damage to inflict an Injury. If you do so, the target must succeed on a Constitution saving (DC equal to 8 + your proficiency bonus + your Intelligence modifier) or suffer one of the effects detailed below. An Injury persists until the start of your next turn. You can decrease your sneak attack damage by 2d6 to inflict one of the following injuries:

 

Gut Shot

The target has disadvantage on attack rolls.

Hamstring

The target's speed becomes 0.

Skull Crack

 Attacks against the target are made at advantage.

Infusion of Life

Starting at 13th Level, you can use your own vitality to heal those fighting on the front lines. As an action, you can choose to expend and roll a number of hit dice equal to your proficiency bonus or less. A creature you can touch then regains additional hit points equal to your roll. Hit dice expended in this way are regained after completing a long rest.

Healer's Retribution

Starting at 17th level, you and those you heal retaliate with surprising ferocity. When you use your Stabilizing Hands ability, at the end of your turn both you and the creature can each use a reaction to make a single melee weapon attack against an enemy. These attacks do not suffer from disadvantage. If your ally's attack hits, they can roll additional damage dice equal to your sneak attack

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