Base Class: Rogue
A Rogue of this sub-type has perfected the use of medical supplies and potions. They Prefer a more hands on approach using there speed and agility to keep there allies alive.
Field Trained
Starting at 3rd level you can use a Healers kit as an action or bonus action to heal yourself or an ally within 5ft for 1d8 + your DEX modifier. gain and additional d8 at (6th, 9th, 12th, 15th, and 18th level)
Quick Heal
Starting at 3rd level you can use your action to administer a potion of healing to yourself or an ally for the maximum amount for the individual potion. As a bonus action you can administer a potion to yourself or an ally within 5ft but it must be rolled as normal.
Critical Heal
Starting at 3rd level as an action you can make a DC 15 medicine check to instead use your sneak attack roles to heal yourself or an ally within 5ft. On a failed check you heal for half.
Medical efficiency
AT 9th level having found ways to use your equipment more efficiently, healer's kits now have double the number of uses.
Alchemist Preparation
Starting at 13th level gain proficiency with the Herbalism Kit. During a long rest you can make a DC 17 nature check to make a potion of healing.
Cardiopulmonary resuscitation (CPR)
Starting at 17th level as an action you can attempt to resuscitate a fallen/dead ally. You must succeed a DC 20 Sleight of hand check to bring the individual back to life. The individual can not be resuscitated after 1 minute. This skill can only be used once per individual per day.
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Posted Jul 21, 2022Hello everyone! AS the creator of this sub-class I am looking to try and update it to try and smooth out the details and add to it. Any and all feedback on this will be greatly appreciated and heavily considered for the changes made in future updates and added features to improve the game play. Thank you for your help.