Base Class: Rogue
You have spent enough time in the underworld seeing death and cruelty around you to know what makes the body tick. Perhaps you use this information to better kill others, but it also helps keep people stitched together. Maybe you're a mob surgeon or a back alley doctor, dagger in one hand scalpel in the other.
Quick Fix
Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Wisdom (Medicine) check or use your Healers kit to stabilize someone.
- In addition you are adept at using a healers kit to fix wounds and treat injuries. You can now use an action to heal someone with healers kit for 1d6+DEX (Minimum +1) expending a charge of the healers kit.
- Every time your Sneak attack gains an additional dice from level 3, so does your healers kit.
- If instead you spend 10 Minutes treating wounds with your healers kit you restore 1d6+WIS+DEX+Level (Minimum +1) expending a charge of the kit.
That's Doctor
When you choose this archetype at 3rd level, you gain Expertise in medicine if you don't have it already. If you do, gain expertise in a skill of your choice
In addition, when you stabilize a dying creature, that creature also regains 1 hit point.
Hippocratic Oath
Starting at 9th level, provided you end your turn next to someone you used your healers kit to heal you do not trigger attacks of opportunity during that round. Also your Healers kit upgrades to a d8
Bed Manners
By 13th level, you have learned enough about the workings of the body that you can deal with more long term problems. During a long rest you may expend a use of your healers kit to cure more dangerous and long term issues effecting your patient. You may cast Greater Restoration using your healers kit charge in place of the material components.
Medic’s Reflexes
When you reach 17th level, you have become adept at fixing wounds and quickly moving onto the next. It is now a free action to stabilise an ally and they regain hit points equal to their hit die.
Comments