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Vivisectionist

You have devoted yourself to the study of anatomy and other bodily functions. More than just healing, you have learned just where to strike your target to inflict a crippling wound. Adherents of this archetype might be back-alley doctors, unscrupulous scientists, or simply common criminals wishing to gain an advantage over their foes.  

Bonus Proficiencies

When you choose this archetype at 3rd level, you gain proficiency with the herbalism kit, the poisoner’s kit, and the Medicine skill. If you are already proficient in Medicine, your proficiency bonus is doubled for all checks made with it.   Additionally, when you make a Wisdom (Medicine) check, or use one of the tools granted by this feature, you can choose to use your Intelligence modifier for that check instead.

Surgical Precision

At 3rd level your anatomical prowess lets you exploit openings in an opponents defense to inflict a debilitating injury on them.   When you would deal Sneak Attack damage on your turn, you can choose to decrease your Sneak Attack damage to attempt to inflict an Injury. If you do so, the target must succeed on a Constitution saving throw (DC equal to 8 + your proficiency bonus + your Intelligence modifier), or suffer one effect of your choice detailed below. An Injury persists until the start of your next turn.   You can decrease your Sneak Attack damage by 2d6 to inflict one of the following Injuries:   Gut Shot. The target has disadvantage on attack rolls.   Hamstring. The target's speed becomes 0.   Skull Crack. Attacks against the target are made with advantage.

Steady Hands

Starting at 9th level, you can use the bonus action granted by your Cunning Action to use a healer's kit or make a Wisdom (Medicine) check.   Additionally, when you stabilize a creature, you can restore a number of hit points to them equal to your Intelligence modifier.   You can heal a creature with this feature a number of times equal to your proficiency bonus. You regain all uses on finishing a short or long rest.

Swift Diagnosis

Starting at 13th level, you have learned to evaluate a subjects physical wellbeing at a glance.   For each minute spent observing or interacting with another creature outside of combat, you learn the general information (e.g. the type of effect, and it's general symptoms) of one condition or other impairment currently affecting the creature, and whether there are any more. If the effect is non-magical you also learn more precise information (e.g. the exact name of the effect, and detailed information about it's effects) about it, and have advantage on all attempts to cure it.

Twist the Knife

Starting at 13th level, your increasing skill allows you to cause ever more grievous wounds.   When you use your Surgical Precision feature, you can now decrease your Sneak Attack damage by 5d6 to inflict one of the following Injuries.   Eye Gouge. The target becomes blinded.   Puncture Arteries. The target takes 2d4 necrotic damage for every 5 feet they move. They take this damage even on forced movement.   Sever Tendons. The target's speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or magic items, it can’t make more than one melee or ranged attack during its turn.

Lingering Wounds

Starting at 17th level, your injuries become harder to recover from.   When the effects of an Injury would expire at the start of your turn, you can choose to have the target make another Constitution saving throw against your Injury DC. On a failure the Injury persists until the start of your next turn.

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