BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Stitcher

A traveling doctor offers cures and remedies to those in need - provided they have the coin. A graverobber leaves the cemetery not with coin and jewels, but with corpses and organs. An undercity healer hosts a small practice, tending to beggars, laborers, and scoundrels alike.
The life of a rogue is not always defined by heists and assassinations. Some take to a less bombastic lifestyle, studying the body and its intricacies to aide themselves and those around them.

First Aid

Starting at 3rd level, you can use the bonus action granted from your Cunning Action to make a Wisdom (Medicine) check or use a healer's kit.

Patchwork

At 3rd level, you gain proficiency with the herbalism kit. You can spend 1 minute using your herbalism kit to treat a willing ally within 5 feet of you, causing it to regain hit points by spending a Hit Die. After a creature has spent a Hit Die using this ability, it can't do so again until it finishes a long rest.

Surgical Precision

At 3rd level, you can make attacks with astonishing precision. When you use your Sneak Attack feature on a creature, you can impose one of the following effects on that target:
Blind.
It has disadvantage on the next attack roll it makes until the start of your next turn.
Clot.
It can't regain hit points until the start of your next turn.
Cripple.
Its speed is reduced by 10 feet until the start of your next turn.

Bloodletting

At 9th level, you can treat others of certain ailments using your herbalism kit. Doing so takes 10 minutes and causes creatures to lose a Hit Die. If it cannot, this process has no effect.

Choose one disease or one condition afflicting the creature. The condition can be blinded, deafened, paralyzed, and poisoned. Alternatively, you can end one effect reducing the target's hit point maximum. (Something to remember, this can only cure diseases and conditions, it cannot cure a curse).

Examine Corpse

At 13th level, you can examine the bodies of fallen creatures. If you spend at least 10 minutes dissecting the corpse of a Large or smaller aberrations, beast, celestial, dragon, fey, fiend, giant, humanoid, monstrosity, or plant, you learn the anatomy of that creature inside and out. You gain the following benefits towards creatures that share a common creature type with the examined creature:
You have advantage on attacks made against examined creatures so long as you don't have disadvantage on the attack roll.
You can use your Surgical Precision against examined creature type any time you hit.
You have advantage on any Wisdom (Medicine) checks related to examined creatures.
Examining the corpse of a humanoid only allows you to gain these benefits against humanoids that share a race with it (such as gnolls and orcs). You must spend at least 10 minutes of each long rest reviewing this information in order to maintain these benefits. This effect ends if you study a different creature.

Miracle Worker

By 17th level, you have mastered medicine's effects on the body, allowing you to wretch the fallen from the cold grasp of death. You can cast raise dead without expending a spell slot using your herbalism kit. You must expend herbs and tonics worth at least 500 gp in order to do so.

Remove these ads. Join the Worldbuilders Guild

Comments

Please Login in order to comment!