Base Class: Rogue
doctor rouge
Back - Alley Medicine
When you take this archetype at 3rd level, you gain proficiency in the Medicine skill. If you are already proficient in Medicine, you can choose another skill to become proficient in. You may use your intelligence modifier instead of your wisdom modifier for medicine checks.
You can use the bonus action granted by your Cunning Action to administer a potion to a creature within 5ft of you or to make a medicine check to stabilize a dying creature.
Surgeon's Toolkit
When you take this archetype at 3rd level, you have accumulated a set of tools for combat medicine. While these tools are on your person, you can use your action to tend to the wounds of a creature within 5ft that creature can spend a number of hit dice up to your intelligence modifier. Roll per hit dice expended and add the creatures constitution modifier. the creature regains that much HP.
You can instead choose to end the effect of a poison or disease affecting the target. this expends one hit dice.
Grim Salvage
Starting at 9th level, you can surgically harvest parts from dead monsters and preserve them for future use. You can spend 10 minutes with the corpse of a non-construct creature that has been dead for no more than 5 days. Make a Medicine check, the DC of which is equal to the challenge rating of the creature plus 5. On a success, you harvest an organ that does the following, so long as the creature had that ability. You may only attempt this once per creature.
The organ can be used once to replicate the ability of the creature it came from, then it is destroyed. Any damage, save DCs, and modifiers are identical to what they were when the creature was alive.
Poison. You extract the venom a creature uses. If the creature adds poison damage to any of it's attacks, you can harvest a vial of that poison. You may use a bonus action to apply the same poison to one of your weapons. The next time that weapon hits a creature in the next minute, they suffer the effects of that poison.
Breath Weapon. You extract the gland responsible for a creature's breath attack. As an action, you can activate the gland and unleash it's deadly payload.
Gaze Effect. You extract the eyes or other parts a creature uses for a gaze ability. As an action, you can activate that organ and use the gaze ability on a creature within range.
Innate Spell-Casting. You extract a biological element that produces magic. When you harvest this organ, choose a spell from the creature's innate spell-casting list. As an action, you can activate the organ to cast that spell. A wizard can also dissect the organ to transcribe that spell into their spell-book as if it were a spell scroll.
Adept Immunization
At 13th level, you've established a routine of administering small doses of poison to yourself in order to build up your body's defenses. You are immune to poison and disease.
Surgical Strikes
At 17th level, Your attacks are guided by anatomical expertise. Whenever you perform a sneak attack on a creature, that creature's maximum hit points are reduced by the amount of damage dealt. That creature can't regain hit points until the start of your next turn.
Your attacks are precise and subtle. Whenever you kill a creature, you can do it in ways that make it seem like they died of natural causes. Using your grim salvageability negates this effect.
Comments