Sorcery Surgeon (or Sorcgeon)

Some rogues get their fine-honed skills from extensive medical knowledge and study, using surgical precision to strike for maximum effect. With a rare few of those having the knack for spellcraft to further their needs. These rogues include combat medics, mad experimenters furthering medicinal knowledge, well paid doctors, and a large percentage of them being a indespensible part of an adventurering party.

When you reach 3rd level, you gain the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the wizard spell list.

Cantrips. You learn three cantrips: spare the dying and two other cantrips of your choice from the Wizard spell list. You learn another Wizard cantrip of your choice at 10th level.

Spell Slots. The Sorcery Surgeon Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.

Spells Known of 1st-Level and Higher. You know three 1st-level spells of your choice, two must be from the Sorcgeon spell list and one of which can be from the wizard spell list.

The Spells Known column of the Sorcgeon Spellcasting table shows when you learn more spells of 1st level or higher. Each of these spells must be from the Sorcgeon spell list and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can be any on the wizard spell list.

Whenever you gain a level in this class, you can replace one of the spells you know with another spell of your choice. The new spell of a level for which you have spell slots. The new spell must be of a level for which you have spell slots, and it must be from the Sorcgeon spell list unless you’re replacing the spell you gained at 8th, 14th, or 20th level.

Spellcasting Ability. Intelligence is your spellcasting ability for your Sorcery Surgeon spells, since you learn your spells through dedicated study, experimentation and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Sorcery Surgeon spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Sorcery Surgeon Spellcasting

Rogue Level Cantrips Known Spells Known 1st level 2nd level 3rd level 4th level 3rd 3 3* 2 - - - 4th 3 4 3 - - - 7th 3 5 4 2 - - 8th 3 6* 4 2 - - 10th 4 7 4 3 - - 11th 4 8 4 3 - - 13th 4 9 4 3 2 - 14th 4 10* 4 3 2 - 16th 4 11 4 3 3 - 19th 4 12 4 3 3 1 20th 4 13* 4 3 3 1

Medical Degree When you choose this archetype at 3rd level, one of your skills with Expertise must be Medicine, if it is not at 3rd level, you must choose it as one of your two new Expertises at 6th level. You also gain proficiency with the healer's kit and the poisoner’s kit, and they are added to your options for Expertise.

Resuscitate Starting at 3rd level, if you cast a healing spell on a creature with 0 HP, it regians the maximum number of hit points possible from any healing. In addition, you can use the bonus action granted by your Cunning Action to cast spare the dying.

Spell Sacrifice Starting at 9th level, after you finish a long rest you may prepare one spell from the Sorcgeon spell list of up to 5th level to be able to be cast once without expending a spell slot. Immediately after succesfully casting a 5th level or higher spell using this feature, you gain levels of exhaustion equal to the spell's level -4. every 2 levels after 9th, one additional level higher of spells becomes avalible for this feature. (6th@Lv.11, 7th@Lv.13, 8th@Lv.15, 9th@Lv.17).

Life Thief At 13th level, as a reaction to a creature within 60 feet of you can see gaining HP, make an ability check using your spellcasting ability. The DC is 10 + the spell's level if it's a spell, or the Creatures number of HD if it's some other healing. On a success, steal half the creature's healed HP rounded down, giving it to yourself or a creature you can see within 60 feet instead. You can use this feature a number of times equal to your Intelligeence modifier and regain use of this feature when you finish a long rest.

Health Transaction At 17th level, as an action that provokes opportunity attacks, you may reach out with two hands and touch two different creatures within 5ft. of you(including yourself). Those touched must make a Constitution saving throw against your Spell save DC. Creatures that you were not succesfully stealthed against and are hostile to you have advantage. A creature may fail the saving throw if they choose. On a faliure, you may exchange any conditions, sicknesses, or number of HP between the two targets, but you cannot make either exceed their current maximum HP. You regain use of this feature at the end of a long rest and you don't have any levels of exhaustion.