Roguish Archetype: Field Medic
Not all rogues hold the occupation of thief or assassin. Some rogues are doctors or surgeons as well.
These rogues apply their medical expertise to combat and excel in attacking the weakest point of a creature's anatomy, as well as using their knowledge to help and heal their allies.
Medical Knowledge
At 3rd level when you choose this roguish archetype, you gain extensive anatomical knowledge on a variety of creatures.
You gain proficiency in the Medicine skill, and when you make a Medicine skill check, you can choose to use your Intelligence for the modifier.
Additionally, as a bonus action, you can make an Intelligence (Medicine) check against a creature you can see that isn’t incapacitated, contested by the target’s Armor Class. If you succeed, you can use your Sneak Attack against that target even if you don't have advantage on the attack roll, but not if you have disadvantage on it.
This benefit lasts for 1 minute or until you successfully use this feature against a different target.
Healing Poultice
Also at 3rd level, you learn to create poultices that can mend the wounds of your allies.
During a long rest, you can spend 1 hour making these poultices. You can make and hold a number of poultices equal to your Intelligence modifier (minimum of 1). These poultices retain their potency until your next long rest.
As an action, you can apply a poultice to a creature within 5-feet of you. When you do so, roll your Sneak Attack dice, and add your Intelligence modifier. The creature regains hit points equal to the total.
Expert Treatment
At 9th level, when you take a short rest, you can spend your rest cleaning and patching up the wounds of your allies. Choose up to 5 allied creatures within 30-feet of you. Those creatures can roll a hit die once without expending it, and regain additional hit points equal to your rogue level.
Quick Revive
At 13th level, you learn to quickly revive your allies, even in the midst of battle.
You can use your Cunning Action to make a DC 15 Medicine check on an unconscious creature. On a success, the creature regains 1 hit point and is no longer unconscious.
- Art by Mansik Yang
Surgical Strike
At 17th level, when you use your Sneak Attack on a creature, you can force the creature to make a Constitution saving throw with a DC equal to 8 + your Proficiency bonus + your Intelligence modifier. On a failure, you strike a vital part of the creature and it begins to profusely bleed vital fluids, taking necrotic damage equal to half of your Sneak Attack dice (rounded down) at the beginning of each of it's turns for 1 minute.
As an action, the creature can stop the bleeding, and the effect ends.
You can use this ability once, and you regain use of it on a short or long rest.



