Surgeon v1.1

A different cut entirely, a surgeon is a rogue that has come from the bloodiest walk of life possible... that of medic. Few things phase a rogue that has spent time seeing the worst that the battle field has to offer - roper bites, dragon burns, acid sprays and worse - and their in depth knowledge of anatomy can cut both ways on the battlefield. Unwise would be the one that underestimates the deadly precision of surgeon, for cutting things open was never the hard part of their job.

Surgeons tend to be fastidious and educated, but where their moral compass points can vary widely on what brought them to their calling.

Paramedic Procedures When you choose this archetype at 3rd level, you gain proficiency in the Medicine skill. If you already have proficiency with Medicine, you can choose to gain proficiency in one of History, Nature, or tool proficiency with an Herbalism Kit. Additionally, you can use the bonus action granted by your Cunning Action to use a make a Wisdom (Medicine) check, administer or consume a Healing Potion, or use a Healer's Kit. When you use a Healer's Kit, the target regains additional hit points equal to your Wisdom modifier.

Anatomical Assessment Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Wisdom (Medicine) check targeting a creature with a DC equal to its AC to access its weaknesses and how to effectively eviscerate and dissect it. You have advantage on this roll against humanoid creatures, and disadvantage against constructs and elementals. On success, you can use Sneak Attack against that target even if you don't have advantage on the attack roll as long as you make the attack with a dagger; additionally, if you deal Sneak Attack damage with a dagger, you can reroll a number of the Sneak Attack damage dice up to your Wisdom modifier (minimum 1). You must use the new rolls. This benefit lasts for 1 minute or until you successfully use this feature against a different target.

Field Care Starting at 9th level, during a short rest, you can clean and bind the wounds of up to six willing beasts and humanoids. Make a DC 10 Wisdom (Medicine) check for each creature. On a success, if a creature spends a Hit Die during this rest, the first hit die it expends is replaced by the maximum value of that die.

Medical Prodigy Beginning at 13th level, you've incorporated a wider range of solutions to cures, to the point where your ability to cure patients borders on supernatural. You can make a Wisdom (Medicine) check on a creature within 5 feet to cure it of blinded, deafened, paralyzed, or poisoned conditions. If the condition was the result of failing a saving throw, the DC of the check is equal to the DC of the saving throw. Otherwise the DC is 10.