Coroner (5e Subclass)

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Coroner[edit]

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A Coroner prepares to practice their craft

Source: The Alternaterium

Rogue Subclass

Whereas most people trained in medicine use their knowledge to preserve life, Coroners walk a darker path. Named such for the guises they often wear, Coroners put their incredible precision towards more lethal pursuits. After training with corpses of all kinds, Coroners can quickly identify and exploit the weaknesses of any enemy they may come across.
A Coroner doesn't merely kill - they understand death in a way that not many other rogues do not. Whether on a battlefield or in a mortuary, a Coroner blends the knowledge of a scholar with the cold efficiency of a trained killer.

Medical Training

When you choose this subclass at 3rd level, you gain proficiency with the Medicine skill. If you already have this proficiency, you may instead gain proficiency in another skill available to Rogues at 1st level.

Additionally, you have advantage on Wisdom (Medicine) checks to determine what killed a recently slain creature, as long as you have a set of thieves' tools on your person.

Surgical Precision

Also at 3rd level, you can use your bonus action to make a Wisdom (Medicine) check against a creature you can see, contested by the target's Charisma (Deception) check. If you succeed, you can use your Sneak Attack against that target even if you don't have advantage on the attack roll, but not if you have disadvantage on it.
Additionally, whenever you deal damage to the target with a weapon attack, you can treat any 1 on a damage die as if it were a 2.

This feature lasts for 1 minute or until you successfully use it against a different target.

Anatomical Knowledge

Beginning at 9th level, you learn exactly where to strike in order to burden your foes with debilitating injuries. Whenever you hit a creature with an attack, you can force them to succeed a Constitution saving throw or be inflicted with one of the following injuries of your choice. If you use this feature on the target of your Surgical Precision, they automatically fail this saving throw.

  • Demobilized - The target drops one object of your choice that it's holding, and loses the ability to hold anything with two hands or hold more than one object at a time.
  • Discombobulated - The target is blinded and deafened
  • Hamstrung - The target's Speed is halved.
  • Laceration - The target's current hit points are reduced by 2d4 at the start of their next turn.
  • Strangulation - The target becomes unable to speak and cannot perform verbal components.

These injuries last until the end of the target's next turn.

You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you complete a short rest or long rest.

Quick Recovery

At 13th level, you gain medical insight which allows you to quickly recover from effects that might cripple others. At the start of your turn, make a Wisdom (Medicine) check (no action required). On a success, you can end one or more of the following conditions on yourself. The DC for this check is based on the Condition you are trying to remove (seen below).

Required DC Condition Removed
DC 15 poisoned, deafened, or blinded
DC 20 paralyzed, stunned, or incapacitated
DC 25 Two Conditions listed above.
Slaying Strike

At 17th level, you begin to induce total organ failure with your most devastating attacks. On your turn, after you deal Sneak Attack damage to a target, you can force them to make a Constitution saving throw (DC equal to 8 plus your Wisdom modifier and your proficiency bonus). On a failure, the target is instantly slain if it has 25 hit points or fewer. Otherwise, the target takes 2d6 piercing damage, regardless of success.

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