Grod_The_Giant
2018-07-23, 01:48 PM
I'd previously had this as a subclass for my Scholar (http://www.giantitp.com/forums/showthread.php?543633-New-base-Clase-The-Scholar), but... given that it basically boils down to "rogue with healing packs," I thought it might work better as a Rogue subclass.
Surgeon
Special: Upon choosing this archetype, you may trade your proficiency in Thieves' Tools for proficiency in herbalism kits, and your ability to speak Thieves' Cant for the ability to speak another language.
School of Medicine: Beginning at 3rd level, you gain Proficiency in Medicine, if you did not already have it, and may add twice your Proficiency bonus to such checks.
Scalpel Mastery: Beginning at 3rd level, daggers you wield do 1d6 damage instead of 1d4. You may draw a dagger as part of the same action you use to attack with it.
Battlefield Medicine: You know the secrets of medicine, enabling you to treat wounds in the blink of an eye. Beginning at 3rd level, you may expend a charge from a healer’s kit as an action to allow an adjacent creature to expend their own hit dice to regain hit points, as though taking a Short Rest.
In addition, once per Long Rest, you may spend one hour preparing special healing packs. You may create and carry a number of such packs equal to your Intelligence modifier (minimum 1). Once prepared, unused packs lose their potency after 24 hours.
Anyone may use one of your packs as though it was a charge from a healing kit, but they have special potential in your hands: if you spend an action to apply one to an adjacent creature (or yourself), that creature regains hit points equal to your Sneak Attack damage plus your Intelligence modifier.
Alternatively, you may use a pack to cure a disease, heal one condition (either blinded, deafened, paralyzed, or poisoned), and undo any other effect that can be ended by a Lesser Restoration spell. Beginning at 9th level, you may also remove the charmed or petrified condition from a creature, to undo a reduction of an ability score or hit point total, or any other effect (apart from exhaustion) that can be ended by a Greater Respiration spell. Beginning at 13th level, you may also expend a healing pack to reattach a severed limb, as the Regenerate spell.
Diagnosis: Beginning at 9th level, as a bonus action you may pick a creature you can see and learn its current hit points, proficiency bonus, and any conditions it is currently being affected by.
Plague Needle: Beginning at 13th level, you have learned the darker side to your craft. As a bonus action, you can expend a healing pack to coat a melee weapon or piece of ammunition with infectious agents. The next target you strike with that weapon must make a Constitution save or be affected as though by a Contagion spell. Treated weapons lose their potency after 1 hour.
Emergency Surgery: Beginning at 13th level, once per long rest you may use a healing packs to restore life to a creature who died in the last minute. This functions as the Revivify spell, but restores the creature to zero hit points but stable. Using this ability provokes opportunity attacks.
Mastery of Life and Death: Biology bows its head to you in shame, while scalpel and needle fly under your fingers. You may apply healing packs using your Battlefield Medicine ability as a bonus action. In addition, you have discovered a way to defy the grave itself. As part of an twenty-four-hour procedure requiring 1000 gold worth of alchemical reagents and medical supplies, you may restore life to a single corpse that still has its brain intact. You cannot regenerate missing flesh or body parts, but you can replace them with those of another body that has been dead for no more than one day. This ability otherwise functions as the Resurrection spell.
Surgeon
Special: Upon choosing this archetype, you may trade your proficiency in Thieves' Tools for proficiency in herbalism kits, and your ability to speak Thieves' Cant for the ability to speak another language.
School of Medicine: Beginning at 3rd level, you gain Proficiency in Medicine, if you did not already have it, and may add twice your Proficiency bonus to such checks.
Scalpel Mastery: Beginning at 3rd level, daggers you wield do 1d6 damage instead of 1d4. You may draw a dagger as part of the same action you use to attack with it.
Battlefield Medicine: You know the secrets of medicine, enabling you to treat wounds in the blink of an eye. Beginning at 3rd level, you may expend a charge from a healer’s kit as an action to allow an adjacent creature to expend their own hit dice to regain hit points, as though taking a Short Rest.
In addition, once per Long Rest, you may spend one hour preparing special healing packs. You may create and carry a number of such packs equal to your Intelligence modifier (minimum 1). Once prepared, unused packs lose their potency after 24 hours.
Anyone may use one of your packs as though it was a charge from a healing kit, but they have special potential in your hands: if you spend an action to apply one to an adjacent creature (or yourself), that creature regains hit points equal to your Sneak Attack damage plus your Intelligence modifier.
Alternatively, you may use a pack to cure a disease, heal one condition (either blinded, deafened, paralyzed, or poisoned), and undo any other effect that can be ended by a Lesser Restoration spell. Beginning at 9th level, you may also remove the charmed or petrified condition from a creature, to undo a reduction of an ability score or hit point total, or any other effect (apart from exhaustion) that can be ended by a Greater Respiration spell. Beginning at 13th level, you may also expend a healing pack to reattach a severed limb, as the Regenerate spell.
Diagnosis: Beginning at 9th level, as a bonus action you may pick a creature you can see and learn its current hit points, proficiency bonus, and any conditions it is currently being affected by.
Plague Needle: Beginning at 13th level, you have learned the darker side to your craft. As a bonus action, you can expend a healing pack to coat a melee weapon or piece of ammunition with infectious agents. The next target you strike with that weapon must make a Constitution save or be affected as though by a Contagion spell. Treated weapons lose their potency after 1 hour.
Emergency Surgery: Beginning at 13th level, once per long rest you may use a healing packs to restore life to a creature who died in the last minute. This functions as the Revivify spell, but restores the creature to zero hit points but stable. Using this ability provokes opportunity attacks.
Mastery of Life and Death: Biology bows its head to you in shame, while scalpel and needle fly under your fingers. You may apply healing packs using your Battlefield Medicine ability as a bonus action. In addition, you have discovered a way to defy the grave itself. As part of an twenty-four-hour procedure requiring 1000 gold worth of alchemical reagents and medical supplies, you may restore life to a single corpse that still has its brain intact. You cannot regenerate missing flesh or body parts, but you can replace them with those of another body that has been dead for no more than one day. This ability otherwise functions as the Resurrection spell.