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View Full Version : [UA6 Rogue Base] Back Alley Doctor: A Rogue Archetype



BerzerkerUnit
2023-07-10, 10:04 PM
So if you ever wanted to play some kind of cross between a plague doctor, Jack the Ripper maybe, an thimble full of Herber West the Reanimator, here you go. Feedback appreciated!

Rogue Archetype: Back Alley Doctor
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Your medical acumen is clear though your background has lead you down a much darker path, aiding criminals that cannot afford the high prices of professional healers or the scrutiny that may come with a cleric’s prayer. Deft hands and quick fingers lend themselves equally well to picking locks, pockets, or fishing the tip of a blade out of a knife wound and sewing it closed.

It is not uncommon for Back Alley Doctors like yourself to wear plague doctor masks, not only to protect themselves from infection but also to hide their identities from authorities that don’t sanction their work and vengeful associates of those they fail to save.

Surgeon’s Hands
Beginning at 3rd level you can take the Use an Object action to use a Healer’s kit to treat the injuries of a creature you can see within 5 feet of you as a bonus action. The target immediately regains hit points equal to your class level. Once a creature has benefitted from this feature it cannot do so again until it completes a short or long rest.

Bag of Horrors
Also at 3rd level you add a collection of cruel looking implements to your Healer’s Kit. You assure patients they all serve valid medical necessities but gain advantage on insight checks against frightened, poisoned, restrained, or grappled creatures when you start taking such implements out of the bag. If the bag is lost or stolen you can create a new bag as part of a short rest.

Gravedigger
At 9th level it is obvious you can’t save everyone. You learn the Mold Earth Cantrip to more easily dispose of the remains. Intelligence is your Spellcasting Ability for this spell. When a creature fails its save against your Trip Cunning Strike option on earthen ground, you can cast this cantrip as a bonus action, burying the creature 5 feet deep in the earth. The creature has the Prone and Restrained conditions, medium and smaller creatures are Blinded and have total cover. The creature can end these conditions by using their action to dig themselves out.

Test Subjects
At 13th level your Bag of Horrors contains test subjects for your experiments and study. At the end of a long rest choose one of the following options or roll 1d4 to determine what’s in the bag.
1. Swarm of Rats - creatures that fail their save take 3d4 piercing damage and are poisoned until the end of your next turn.
2. Swarm of Bats/Pigeons - The area is heavily obscured. Creatures that fail their save are Blinded until the end of your next turn
3. Swarm of Hands - creatures that fail their save are Grappled until they end the grapple and move with the Swarm until the grapple ends.
4. Swarm of Leeches- 3d6 Necrotic, creatures that fail their save have a leech attach to them that deals 1d6 necrotic damage at the start of their turn. Each time they fail the save an additional leech will attach and deal an additional d6 at the start of their turn until they are all removed. It takes one action to remove any attached leeches.

As an Action you can use this feature to release your test subjects from the bag in an adjacent space you can see. The Test Subjects share your initiative taking their turn immediately after yours. You can move the swarm up to 30 feet on your turn, no action required by you. Each of the Swarms fills a 15 foot cube, has an AC of 14 and hit points equal to 5 times your class level. A creature that starts its turn in the swarm must succeed on a Dexterity save or suffer the listed effect. The DC for this save uses your Intelligence Modifier. The Swarm lingers for 1 minute, until it’s reduced to 0 hp, or you direct it back into your bag. When the swarm is reduced to 0 hit points it dissipates harmlessly. You can use this feature once and must complete a long rest before using it again.

Snake Oil Salesman
At 17th level you recognize the power of the mind to heal the body and capitalize on it.
You gain a pool of d6s equal to your class level. You can spend 1 minute trying persuade other creatures that a given substance like a bottle of liquid or pouch of powder is a magical cure all. At the end of the minute you can make a Persuasion or Performance test to sell the Snake Oil. This test is opposed by the Insight checks of creatures that can hear and understand you. On a success creatures will believe the liquid is a cure all. On a failure they do not. It is up to you to negotiate a price with your marks, but in any case, the pool of d6s you have is divided evenly among the bottles sold.

A creature convinced of the curative effect can apply the substance to itself or another and roll the d6s to regain 1 hit point and gain temporary hit points equal to the result. If the bottle has multiple d6s worth remaining, the owner can parcel out the doses, rolling a minimum of 1 die for each. Regardless of whether it is used in its entirety, until the temporary hit points are gone the target suppresses the effect of all conditions except for Prone, but can stand up using only 5 feet of movement.

You can use this feature to attempt to sell Snake Oil once and must complete a long rest before doing so again. You cannot convince yourself your Snake Oil is real.