+6 | Expertise Bonus | |
+3 | Proficiency Bonus |
-1 | Strength | |
+7 | Dexterity | |
+0 | Constitution | |
+5 | Intelligence | |
+1 | Wisdom | |
+1 | Charisma |
+4 | Acrobatics | DEX | |
+1 | Animal Handling | WIS | |
+2 | Arcana | INT | |
-1 | Athletics | STR | |
+1 | Deception | CHA | |
+2 | History | INT | |
+1 | Insight | WIS | |
+1 | Intimidation | CHA | |
+2 | Investigation | INT |
+8 | Medicine | WIS | |
+5 | Nature | INT | |
+4 | Perception | WIS | |
+1 | Performance | CHA | |
+1 | Persuasion | CHA | |
+2 | Religion | INT | |
+4 | Sleight of Hand | DEX | |
+4 | Stealth | DEX | |
+4 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Cutlass (short sword) | +7 | DEX | 1d6+1d4+4 | Slashing | |
Finesse, Light | |||||
Dagger | +7 | DEX | 2d4+4 | Piercing | |
Finesse, Light, Thrown 20/60 | |||||
Snaplock Pistol | +7 | DEX | 1d10+4 | Piercing/Bludgeoning | |
Light, Fatal 2d12+4 damage on Critical | |||||
Combat Healing | +5 | INT | 2d6+6 | Healing | |
Healing Supplies | |||||
Sneak Attack | +7 | DEX | 2d6+4 | Piercing |
Use your Healer's kit charges to heal 1d6 + Intelligence modifier + Technological aptitude a creature. If the creature is 0 hit points or below but not dead you bring them up to 1 hit point + Intelligence modifier + Technological aptitude.
Starting at 2nd level, you gain the ability to create Healing Tinctures. During a long rest roll a medicine check DC10 if it's a success you can create a number of tinctures equal to your Intelligence modifier. On a Critical Success you double your Intelligence modifier. This consumes 1gp worth of herbs. These tinctures can be given to other creatures or used by yourself. Consuming a tincture restores hit points equal to 1d6 + your Medic level.
Starting at 2nd level you use your knowledge of anatomy to target a weak point in a creature. You deal 1d4 additional damage with a finesse weapon.
Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.
Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
At 3rd level, you gain the ability to create Poison. During a long rest roll a medicine check DC10 and on success you can create a number of Poison Tinctures equal to your Intelligence modifier. This consumes 5gp worth of herbs.
A creature that consumes a Poison Tincture must make a Constitution saving throw against your spell save DC. On a failed save, the creature takes 2d6 poison damage and is poisoned for 1 minute. On a successful save, the creature takes half damage and is not poisoned.
At 3rd level, you gain the ability to create special Drugs. During a long rest make a Healer's kit check DC10. On a success you can create a number of Drugs equal to your Intelligence modifier (double your modifier on a Critical Success). This consumes 5gp worth of herbs.
When you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature can’t make opportunity attacks against you for the rest of your turn.
Starting at 3rd level, your confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier.
You also gain an additional way to use your Sneak Attack; you don’t need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don’t have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.