Combat Medic
Rogue
Level 3: Surgical Skills
You gain proficiency in the Medicine skill and with Healer's Kits. You can choose to use Intelligence instead of Wisdom on all Medicine skill checks.
On your turn, you can take one of the following actions as a Bonus Action: a Medicine check or a Utilize action to use a Healer's Kit. Additionally, you have Advantage on attack rolls against any creature that is within 5 feet of one of your allies that has the Incapacitated condition.
Level 3: Field Medicine
When you do so, expend one use of the Healer's Kit and roll a number of d6s equal to your proficiency modifer. The target regains hit points equal to the total plus your Intelligence modifier. A creature can benefit from this feature only once per turn. Additionally, during a long rest you can create a number of Healer's Kits equal to your Intelligence modifier (minimum of one). These kits remain usable until your next Long Rest.
Level 9: Restorative Cure
When you use Field Medicine, you can also end one of the following conditions on the creature you heal: Blinded, Deafened, Paralyzed, Poisoned, Stunned. When you do so, you do not add your Intelligence modifier to the total hit points restored.
Level 13: Retaliatory Injection
Whenever you restore hit points to a creature with your Field Medicine feature, the next time you hit a creature with Sneak Attack before the end of your next turn, the attack deals an additional 2d6 damage.
Level 17: Stimulant Boost
As a Bonus Action on your turn, you can touch a creature and grant them the following benefits:
- The creature gains Temporary Hit Points equal to twice your Rogue level.
- The creature gains the benefits of the Haste spell for 1 minute.
- If the creature is reduced to 0 Hit Points before that minute ends, the effects of the Haste spell end and it is reduced to 1 Hit Point instead.
Once you use this feature, you must finish a Long Rest before you can use it again.