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  1. Harrpager
    Harrpager
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    I adore playing a rogue with this subclass, but I have a small request; could you pretty please make a version that changes the icon from the flimsy knife to perhaps be the same icon as an assassin rogue, or the basic rogue icon? 
    1. TheWailingBard
      TheWailingBard
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      If it's a common request. Unfortunately the artist I'd hoped to do this one's icon sort of disappeared on me. It's somewhat distracting to have this placeholder icon, but then again, having literally an identical icon to another Rogue icon feels just about equally distracting. And I don't really want to mess around with a second file that 1) I'll end up removing in the long-run, 2) is going to be used by less than a handful of people in the meantime.

      The knife is somewhat roughly based on an Italian medieval surgery knife I once saw. Not that I'm particularly trying to be historical -- matchlock pistols predate the rapier, but that's not clearly not how things worked out in D&D settings -- but there is a reason it's the image rather than a dagger. I mean, I could copy and reuse the Rogue's dagger, but alone it's got nothing to do with being a surgeon. That's just regular Roguery.
  2. duradaru
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    It would be cool if you could throw poison aswell
  3. PristinePastel
    PristinePastel
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    yesss perfect for my mortician oc! thank
  4. LukeTheNuke123
    LukeTheNuke123
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    I LOVE this but i also think that if you were thinking of making a V2 version at some point, theres some ideas you could go down by first, replacing expanded crit range with a skill akin to the inquisitive rogues insightful eye that allows you to get advantage on targets by rolling a int/wis check against their deception + spell save dc to see if you can observe and understand the targets body well enough to know where its critical points SHOULD be with than secondly both to make it make more sense of being viable against clerics but still be more realistic sciency with a fun magic twist, instead of being able to throw health potions and do no damage, you could instead give a enchanted med kit full of items with VERY expensive enchants on them especially given you carry medicines and even potions like healing potions in this basically bag of holding med kit that restore themselves but with the caveat that each item in it is a proficency modifer times per day thing (this simulates you SLOWLY AND PAINFULLY making more of these INCREADIBLY valuble items while limiting them in a way that makes sense) with the health potions are 6 large healing potions, 1 draught of resistance to pretty much all types of damage where you get to pick one you havent already gain OR you can double down on ones you already have like taking extra fire potions and not grabbing resistance to say force draughts, and you can even choose 1 of 3 buff potions to make between enhance ability, haste, and enlarge with at max level you get to have a total of 3 buff potions meaning you CAN have 1 of all 3 or 3 of just one specific buff based on what your party wants with lastly, EVEN IF you are out of potions, you can still heal as both a bonus action and action each turn with your med kit with a full action still heals like a large potion while a bonus action heals for a small potion with at max level your action heals for a MAX SIZE potion and your bonus action heals for a large potion as you use your magically enhanced tools with some healing magic to mend and restore your targets.

    i feel like these changes would both give this class MORE to make it unique rather than being a potion throwing class that really only throws healing potions while just being a normal rogue in terms of gameplay while leaning in AS HARD AS POSSIBLE to the unique RP of the surgeon role your playing.
    1. LukeTheNuke123
      LukeTheNuke123
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      beyond that i will also add too that on top of getting advantage, will also apply a unique form of bleed called surgeons precision to any enemy you hit with a crit and gain an ability to allow your teammates to capitalize on your strikes on your enemies vitals by granting them advantage on any enemy afflicted by surgeons precision with it being a bleed that cannot be cleansed and enemies with it cannot heal with it lasting for 3 turns (this could be upped if 3 turns is too short but especially in bg3, theres a lot of crit boosting items to make it easier to hit and with basically guaranteed advantage, this should be more than enough time to keep 100% uptime) with this effect is thanks to 'necromantic energies you imbued into the daggers via enchantments to halt healing and prevent healing magic from being effective' in terms of how the lore for it would work.
  5. MellowBox
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    I Love this 
  6. KnifeL0ver
    KnifeL0ver
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    it would fit a Durge perfectly 
  7. actualsailorcat
    actualsailorcat
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    Woah! So that's how they get all those orange eggs. I've always wanted to play a fish.