Rogue Archetype: Field Medic

by FrostBladestorm

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Rogue: Field Medic

In times of war, many without the natural aptitude to magic are needed on the frontlines to heal and restore their fellow comrades. These individuals are known by many names, but the forces they serve call them field medics, a testament to their ability to restore others even in the war torn fields. Field medics train to both dispatch enemies and repair allies, learning to become skilled with every application of a blade.

Not all field medics have seen combat. Those that have returned from the frontline share their craft with those who wish to learn it. This has evolved the practice into a widely respected art across the lands.

Field Medic Features
Rogue Level Feature
3rd Combat Medic Training, Responder's Aid
9th Emergency Reflexes
13th Forensic Examination
17th Improved Patches

Combat Medic Training

When you choose this archetype at 3rd level, you gain proficiency in Medicine. If you already have this proficiency, you can choose Alchemist Supplies, a Herbalism Kit, or one other Wisdom skill and gain proficiency in that instead.

Furthermore, you to gain the following benefits:

  • You can use the bonus action granted by your Cunning Action to use a Healer's Kit.
  • A creature you stabilise, whether through a Healer's Kit or a successful Wisdom (Medicine) check, that isn't healed regains 1 hit point after 1 minute. If the creature has to start making death saving throws before regaining any hit points, it has advantage on them.
  • You don't need advantage on the attack roll to use your Sneak Attack against a creature if the target is within 5-feet of an unconscious ally. All the other rules for Sneak Attack still apply to you.

Responder's Aid

Also at 3rd level, you can use your knowledge of medicine to provide relief to the injured. Over the course of a long rest, you can create a number of medicinal patches equal to your Wisdom modifier (minimum 1). A patch represents a series of bandages, pain relief, and natural remedies that help to close wounds. These patches last until your next long rest.

As an action, you can apply a patch to a creature within 5-feet of you. When you do so, roll your Sneak Attack dice, and add your Wisdom modifier. The creature regains hit points equal to the total (minimum 1 hit point).

Emergency Reflexes

Starting at 9th level, you can quickly close the gap to your allies. When an ally you can see or hear is reduced to 0 hit points and falls unconscious, you can use your reaction to move up to your speed without provoking opportunity attacks. You must end this move closer to your ally than you started.

Also, your speed isn't halved when you are dragging or carrying an unconscious creature who is the same size as you or smaller.

Forensic Examination

Beginning at 13th level, if you spend at least 1 minute investigating a creature's corpse outside of combat, you can learn certain information about its demise, provided the creature died within the last year. The DM tells you any of the following information, where appropriate:

  • Whether the creature was surprised, incapacitated, or otherwise unable to fight back.
  • The method of its demise if you know it, such as the type of weapon, poison, or spell. If the attack was made by natural weapons, you learn the attacking creature's type.
  • How long ago the creature died.
  • Roughly how old the creature was when it died.

Improved Patches

Finally, at 17th level, you have perfected your abilities. When you apply a patch to a creature, you can also apply one of the following effects:

  • You can reduce the target's exhaustion level by one.
  • You can end one effect reducing the target's hit point maximum or ability scores.
  • You can end either one disease or one condition afflicting the target. The condition can be Blinded, Deafened, Paralyzed, Poisoned, or Stunned.

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