Sawbones Rogue: A Practiced Hand that Heals and Deals

Dungeons and Dragons Healing Rogue Sawbones from Extraordinary Player Options.

Dungeons and Dragons is a game that thrives on character creation and customization. The Sawbones Rogue is a perfect example of this, offering players a unique and versatile archetype that combines the dexterity and cunning of a rogue with the healing skills of a doctor. This subclass is perfect for players who want to experience a nonmagical healing class, but also want to be able to hold their own in combat.

At 3rd level, the Sawbones Rogue gains proficiency in the Medicine skill and the Herbalism kit. This allows them to study and understand the intricacies of the human body, which in turn gives them the knowledge to create powerful herbal remedies. These remedies can be used to heal allies, provide immunity or resistance to diseases and poisons, and even restore lost hit points.

One of the most powerful abilities of the Sawbones Rogue is Surgical Precision. Starting at 3rd level, their steady hand and mastery of surgical tools allows them to score critical hits on humanoid creatures with daggers and darts on a roll of 19 or 20. This makes them particularly deadly in combat, allowing them to take out enemies quickly and efficiently.

As the Sawbones Rogue progresses through the levels, they gain more advanced abilities. At 9th level, they gain the ability to learn certain information about a creature's anatomy through observation or interaction. This allows them to understand their enemy's strengths and weaknesses, making them better prepared for battle. At 13th level, the Sawbones Rogue can choose to study a specific type of creature, gaining advantage on Medicine and Nature checks related to that creature type. This allows them to use their Surgical Precision feature against them, and even use their Cunning Action to use an antitoxin, healer’s kit, or potion of healing.

The Sawbones Rogue is a fantastic archetype for players who want to experience a nonmagical healing class while still being able to hold their own in combat. With the ability to create powerful herbal remedies, understand the intricacies of the human body, and dish out critical hits, the Sawbones Rogue is a valuable addition to any party.

Don't miss this opportunity to add this unique and powerful subclass to your game. You can purchase it now at Crit Academy, where you'll find many other exciting options to enhance your role-playing experience.


Get your copy of Extraordinary Player Options full of fantastic player options.

Unearthed Tips and Tricks

Monster Variant: Zombie Plaguebringer

Origin Statblock: Mummy

Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

Explosion. When the zombie is reduced to 0 hit points, it explodes in a burst of decay and disease. Each creature within 10 feet of the zombie must make a DC 13 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much damage on a successful one. Additionally, a creature that fails its saving throw becomes infected with a unique disease called "Zombie Rot," which causes the creature's flesh to slowly rot and decay.

Zombie Rot. A creature infected with Zombie Rot takes 2d6 poison damage at the start of each of its turns. The disease can be removed with a successful DC 18 Wisdom (Medicine) check, or with a lesser restoration spell or other magic that cures disease.

Rotting Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. The target is also infected with Zombie Rot (see above).

Encounter: Murky Depths

As the party wades through the murky, black waters of the marsh, they suddenly hear a loud, guttural noise. As they look around for the source, they see a group of 2d4+2 giant crocodiles emerging from the water, their eyes locked on the party. The crocodiles are fiercely territorial and will attack anyone who intrudes on their territory.

Just as the party is about to engage the giant crocodiles, they hear a loud splashing noise behind them. They turn to see a 20-foot-long crocodile, twice the size of the others, charging at them from the rear. This crocodile is a rare, ancient beast, known as a "gargantuan crocodile," and is even more dangerous than the giant crocodiles.

The party will have to fight their way through the giant crocodiles and the gargantuan crocodile if they want to continue through the marsh. The murky water and uneven ground of the swamp make it difficult for the characters to move and fight effectively. Each character's speed is halved and they have disadvantage on Dexterity checks and saving throws. If they manage to defeat the crocodiles, they can continue on their way, but they should be careful as they may encounter more dangerous creatures in the treacherous swamp.

Magic Item: Black Dragon Acid Scale Mail

Armor (scale mail), rare (requires attunement)

This shimmering black scale mail is made from the scales of a black dragon, treated with a special acid that gives the armor its dark hue. The scales are infused with the dragon's innate magical ability to breathe acid, and they grant this ability to the wearer of the armor.

While wearing this armor, you can use an action to exhale a 15-foot cone of acid. Each creature in the cone must make a Dexterity saving throw, taking 3d6 acid damage on a failed save, or half as much damage on a successful one. The acid damages objects in its path and dissolves organic material it touches.

It also grants resistance to fire damage and immunity to acid damage to the wearer.

This armor has 3 charges, and it regains 1d3 charges daily at dawn. You can use an action to expend one charge and release a 15-foot cone of acid, as described above.

Dungeon Master Tip: Balance & Reward

Have a good balance of challenge and reward in your game. Make sure that your players are consistently making progress and that they are faced with meaningful challenges that will test their skills.

Good balance and rewards helps to keep the game interesting and engaging for the players. If the challenges are too difficult and there is little reward for the players' efforts, they may become frustrated and lose interest in the game. On the other hand, if the challenges are too easy and the rewards are too generous, the game may become boring or feel too easy.

Having a good balance of challenge and reward helps to create a sense of progression and accomplishment for the players. It gives them a sense of achievement when they overcome difficult challenges and are rewarded for their efforts. This can help to keep them motivated and invested in the game.

Player Tip: Don’t be a Dick Well Rounded!

Be open to trying new things: D&D is a game of endless possibility, and the best way to get the most out of it is to be open to trying new things and stepping outside of your comfort zone. Don't be afraid to take risks and try new approaches to challenges.

A well-rounded character is also more interesting from a roleplaying perspective. They will have more dimensions to their personality and background, which can make for a more engaging and immersive roleplaying experience.

That being said, it's important to note that a well-rounded character doesn't necessarily mean a character who is equally skilled in every area. It's okay for a character to have strengths and weaknesses, as long as they have a good balance of abilities that allows them to contribute to the party in meaningful ways.

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