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New Character Option: Rogue: Grim Surgeon

This document describes the Grim Surgeon rogue archetype. At 3rd level, it gains proficiency in the Medicine skill and can magically stabilize unconscious creatures or use a healer's kit to restore hit points. Its Transfusion feature lets it gain temporary hit points from sneak attacks. Later abilities allow healing allies during rests, dealing extra necrotic damage and reducing hit point maximum from sneak attacks, and controlling creatures through blood magic.

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0% found this document useful (0 votes)
7K views1 page

New Character Option: Rogue: Grim Surgeon

This document describes the Grim Surgeon rogue archetype. At 3rd level, it gains proficiency in the Medicine skill and can magically stabilize unconscious creatures or use a healer's kit to restore hit points. Its Transfusion feature lets it gain temporary hit points from sneak attacks. Later abilities allow healing allies during rests, dealing extra necrotic damage and reducing hit point maximum from sneak attacks, and controlling creatures through blood magic.

Uploaded by

Famir
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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MEDIC

When you choose this archetype at 3rd level, you gain profi-
ciency in the Medicine skill if you don’t already have it. Your
proficiency bonus is doubled for any ability check you make
that uses this skill.
In addition, your familiarity with blood has become magi-
cal, giving you some degree of control over it. As a result, you
can use a bonus action to magically stabilize an unconscious
creature within 5 feet of you.
You can use this same magic when you apply traditional
healing techniques. When you expend one use of a healer’s
kit on a creature, that creature regains hit points equal 1d4 +
your proficiency bonus. The creature can’t regain hit points
from this feature again until it finishes a short or long rest.

TR ANSFUSION
Starting at 3rd level, when you deal Sneak Attack damage to
a creature that isn’t a construct or an undead, you gain tem-
porary hit points equal to your Wisdom modifier (minimum
1). When you reach 13th level, you gain temporary hit points
equal to twice your Wisdom modifier instead. These tempo-
rary hit points last until the start of your next turn.

FIELD SURGEON
By 9th level, your medical expertise and blood magic allow
you to painlessly mend an ally’s wounds using surgical
techniques. Over the course of a short rest, you can cause one
creature other than yourself to regain a number of hit points
equal to your Sneak Attack dice. The creature can’t regain hit
points from this feature again until it finishes a long rest.

TOXIC SHOCK
Grim Surgeon Rogue At 13th level, when you gain temporary hit points from your
Transfusion feature, the target of the attack takes extra ne-
crotic damage equal to twice your Wisdom modifier as its life

NEW CHARACTER OPTION: is siphoned from it. Until the target finishes a short or long
rest, its hit point maximum is reduced by an amount equal

ROGUE to the necrotic damage it took.

Dexterous fighters and brigands are full of surprises. Trained BLOODBOUND


assassins, spies, and cutpurses are classic rogues, but where By 17th level, you can command the blood inside certain
there are new dangers and rewards to be gained, so too creatures. Immediately after you deal Sneak Attack damage
are the kinds of people seeking to subvert and claim them. to a beast or humanoid, you can force that creature to make a
Whether they slink through shadows to avoid detection or Constitution saving throw. The DC is equal to 8 + your profi-
walk harmlessly through danger, every rogue has trained to ciency bonus + your Wisdom modifier. On a failed save, that
develop their own methods of handling life’s threats. creature is under the effect of the dominate beast or dominate
person spell, respectively, for 1 minute or until you choose to
GRIM SURGEON end the effect (no action required).
Once you use this feature, you can’t use it again until you
You’ve developed a unique familiarity with knives, bodies, finish a short or long rest.
and blood in your line of work. Like a tinkerer’s knowledge
of clockwork and gears, you’ve come to an understanding
of how bodies are put together instead. Medical experts in
rough or war-torn cities and villages may follow this arche-
type, but so do rogues who take a particular interest in either
clerical or necromantic magic. A grim surgeon uses medi-
cal knowledge and strange blood magic to dismantle foes,
restore allies, and control bodies like puppets.

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