Path of the Ravage Doctor (5e Subclass)

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Path of the Ravage Doctor[edit]

Barbarian Path

A long figure stands beneath the shadow of the castle walls. Blood splattered across his once snow-white coat. The crying pleas echo around him, racking his mind to the breaking point. The hoard of men bottle neck their way through the archway, and out of the castle, surrounding the forlorn doctor in a ring of darkness. The blood pounds in his ears, drowning out the cries, the screams, even the war drums resonating across the land. Raising a crimson fist, he drives the serrated saw into the chest of the pleading soldier beneath his iron-tipped boots. The screams morph into a battle cry, matching the drumming beat and shattering the tension the flew across the field. His coat is ripped off, as he draws a massive blade from behind, charging toe for toe into the champion's wake, blade outstretched and glistening.
Standing over the stretcher, he was almost unrecognizable, I'd never seen a man who had gone this far... Blood dripped from all of his tools, it stained the whites of his clothes, and seemed to choke the air around him. It was one of our own, Lakeir, a high-elf from the Farlands, who was torn open on the table beneath his saw. His laugh, it was horrifying, like some sort of mad jester in a folktale, it echoed throughout the camp, but no one said anything, no one did anything. I couldn't understand what he was saying, it was some language I'd never heard before, but he would always write the same thing on this sheet of paper I found in his tent... Maybe it was a poem, or a song, I don't know. Zerstöre die Unwürdigen, die meine Fürsorge nicht verdienen, that's what it said. After Lakeir died, he scrawled it everywhere, the dirt, the sand, even scratched it into the mountains of Everfrost. Hopefully I can write tomorrow. We'll just have to see.

Ravage doctors are savage battle medics, from distant and primitive societies. These medical practitioners use a gruesome and painful method of healing, that involves terrifying looking tools, that more ressemble a torture device than a instrument of cure, and a try-and-error approach to medicine, that can sometimes cause more harm than healing to the patient. These medics are the product of a environment that have no structure for a more delicate and academic approach, and plenty of these doctors are chosen out of necessity. Sometimes they are just a warrior that have a little more knowledge, experience and stomach to cut through flesh and saw through bone in order to remove rot and disease out of the creature's body. Ravage doctors don't enjoy pain, but they are willing to cause a lot of pain, if this means that a life will be save. They can sometimes seem to be uncaring and cold, but nothing could be further from the true, since most Ravage Doctors actually care deeply for their patients, which cause them to throw themselves in the middle of the battle in order to keep their allies safe and alive.

Messy Care

Starting at 3rd level, you learn how to give a gruesome treatment to the wounds, that can easily kill those not strong enough to endure the painful treatment. As an action, you can touch a creature and force it to roll a hit die. That creature take loses a number of hit points equal to the number rolled. If the creature has more than 0 hit points after taking this damage, it regains a number of hit points equal to the number rolled + your Wisdom modifier. If you have a Healer's Kit, you can spend 1 use to add your Barbarian level to the amount of hit points the creature regain.

In addition, you are proficient in the Medicine skill and with the herbalism kit.

Weaponized Tools

Also at 3rd level, whenever you cause damage to a creature, you can leave behind profound and painful wounds, depending on the instrument use. You know how to craft medical tools and use them in combat. They are the bonesaw, hacksaw, tendon knife, scalpel, syringe and reflex hammer.

You can craft any medical tool by spending the 2 gp in materials over the course of 8 hours, and one use of your healer's kit.

In addition, while raging, you can trigger additional effects when damaging creatures with these tools. You can't use more than one tool on the same turn. This feature have no effect on constructs and creatures that are immune to the paralyzed condition.

Bonesaw. You cut deep into the bone of the target. When you hit a creature with this weapon, you can use your bonus action to saw the creature deeper, causing the same damage you have dealt with the attack.
Hacksaw. You remove a chunk of flesh from the creature. The creature damage with an attack from this weapon must spend one hit die and roll it, taking damage equal to the number rolled. If the creature have no hit dice left, it suffers a level of exhaustion. You can only use this ability once per turn.
Tendon Knife You hit the tendons of your target. Any creature you damage with the knife have disadvantage on its next melee weapon attack based on Strength or saving throw made until the end of your next turn.
Syringe. You can quickly deliver a substance contained inside the syringe. As a bonus action, you can make a melee weapon attack against a creature within 5 feet and deliver the content of the syringe. You can also fill up the syringe using your reaction.
Reflex Hammer. Once per turn, when you hit a creature with this attack, you force it to make an opportunity attack against a creature of your choice within 5 feet. If there's no other creature within 5 feet, the attack is made against you.
Ingested Care

At 6th level, you learn how to craft medicines. Over the course of a short rest, you can craft three doses of medicine. To create a medicine, you must have your herbalism kit in hands and spend 1 use of your healer's kit. You then create one of the following medicines:

Antibiotic. You cure one disease affecting the creature.
Antitoxin. You cure one poison affected the target.
Painkiller. You restore 2d4 + 2 hit points to the creature.
Refuel. You regain 2 uses of your healer's kit.

A creature can consume this substance using an action. You can also deliver this to a creature as an action, or using your Syringe during rage, as a bonus action.

A medicine creature by this feature lose its use and become toxic after 8 hours, and can be used to fuel your Syringe. A syringe fueled by a toxic medicine inflict the poisoned condition to a creature on a hit. The condition lasts until the end of your next turn.

Anatomical Precision

Also at 6th level, while raging, the damage caused by your Weaponized Tools is considered magical, for the purposes of overcoming resistances and immunity to non-magical damage.

Intensive Care

At 10th level, you can give a more methodical care to a creature, or even save her from death's grasp. You can bind and mend the wounds of your allies. You can choose a number of creatures up to your proficiency bonus, and spend 1 use of your healer's kit per chosen creature, over the course of a short rest. When the rest finishes, the creature regain a number of hit points equal to your Wisdom modifier + your level in this class.

In addition, you can cast revivify, without spending spell slots.

After you use either option with this feature, you can’t use this feature again until you finish a short or long rest.

Malpractice

At 14th level, your ability to creature profound and painful wounds increases further. Once per turn, when you cause damage with your Medical Tools while raging, you can use your reaction to choose one ability score, and force a creature to make a saving throw using that score (DC 8 + your proficiency bonus + your Wisdom modifier).

On a failed save, the creature have disadvantage on all checks, attack rolls and saving throws using that ability, until the end of your next turn. In addition, if the creature have an ability which the save DC is calculated using that ability, whenever a creature make a saving throw against that save DC, it has advantage on it. The effect lasts until the end of your next turn.

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