Rogue
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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