Ravage Doctor (5e Class)

From D&D Wiki

Jump to: navigation, search
Recycle.png This page was marked as abandoned on 18:55, 29 October 2021 (MDT) because: Issue(s) unaddressed for over a year. (discuss)

If you think you can improve this page please bring the page up to the level of other pages of its type, then remove this template. If this page is completely unusable as is and can't be improved upon based on the information given so far then replace this template with a {{delete}} template. If this page is not brought to playability within one year it will be proposed for deletion.

Edit this Page | All abandoned pages

Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Incomplete.

You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

Ravage Doctor[edit]

"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."

- Jondar Whitehart, "Necessary Chaos".

"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."

- From the diary of Georgia Quilan.

An Apple a Day[edit]

Creating a Ravage Doctor[edit]

Quick Build

You can make a Ravage Doctor quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution. Second, choose the Combat Medic background. Third, choose Medical Pack.

Class Features

As a Ravage Doctor you gain the following class features.

Hit Points

Hit Dice: 1d8 per Ravage Doctor level
Hit Points at 1st Level: 1d8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Ravage Doctor level after 1st


Armor: Light armor, shields
Weapons: Simple weapons, Medical Weapon*
Tools: Herbalism kit, Healer's kit
Saving Throws: Wisdom, Constitution
Skills: Pick two from, Medicine, Nature, Persuasion, Religion, or Survival.


You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Medical Pack or (b) Scholar's Pack or (c) Dungeoneer's Pack
  • (a) Simple weapon or (b) Light crossbow and 20 bolts
  • (a) Leather armor or (b) Hide armor
  • Medical Weapon*
  • If you are using starting wealth, you have 4d4*10 gold pieces in funds.

Table: The Ravage Doctor

Level Proficiency
Features —Spell Slots per Spell Level—
1st +2
2nd +2 Natural Gift
3rd +2 Medical Profession
4th +2 Ability Score Improvement
5th +3
6th +3
7th +3
8th +3 Ability Score Improvement
9th +4
10th +4
11th +4
12th +4 Ability Score Improvement
13th +5
14th +5
15th +5
16th +5 Ability Score Improvement
17th +6
18th +6
19th +6 Ability Score Improvement
20th +6


As a devoted user of healing and the divine, you have access to cleric and paladin spells, taking one class or the other. However, you cannot choose any spells that deal damage, or causes the target(s) to make a saving throw. Ravage Doctors do not acquire spells from from books or scrolls, they do not need components, nor do they prepare spells through study, as their magic is innate. At 1st level, you know three cantrips your choice from the cleric or paladin spell list. You will gain additional cantrips and spell slots at higher levels, as shown in the Ravage Doctor spell table. No spell can deal damage, nor can it cause the target(s) to make a saving throw.

Devoted Doctor[edit]

All Ravage Doctors must take two different oaths before their duties can done. The Oath of Vulnerability, and the Oath of Pacifism. The Oath of Vulnerability requires them to be prone to the possibility of injury themselves to fully empathizes with their patients. They do so by not wearing metal armor or using a shield. A Ravage Doctor who uses metal armor of shield, even if proficient, is unable to cast spells granted by their Spellcasting feature, or spell-like features granted the Ravage Doctor class until the armor or shield is removed. There is no penalty for using a weapon, metal or otherwise. The Oath of Pacifism forbids the Ravage Doctor from attempting to kill a living foe, even in self defense. However, they may choose to inflict non-lethal damage if forced to defend themselves.

Inner Destruction[edit]

If a Ravage Doctor allows an ally to die from means they could've easily fixed or countered, or inflicts the killing blow on any sentient creature,

  • they are thrown into a spiral of grief, or morbid curiosity.
  • They must make a Wisdom save against either the creature's own Wisdom score, or a predetermined number judged by the GM (Explain prior to the session's start).

If you succeed in making this roll, you suffer no effects, but use up the rest of your turn. If you fail this roll, you succumb to your own twisted desires, and are granted these effects.

- You cannot cast any spells granted by your Ravage Doctor class (unless specified otherwise; i.e. Bestial Control subclass) or otherwise.

- Bound magic items cannot be used, unless such item is considered magically sentient. Bound magic weapons or armor are considered non-magical, and loose their effects if used/worn respectively.

- You cannot use any tools or abilities (Kits, class tools, abilities like Slight of Hand, etc.) that require any hint of concentration or focus.

- Your base walking speed is increased by 10 feet, and you can perform a Dash action without taking an exhaustion point.

- Your Armor Class is equal to 10 plus your Dexterity and Constitution modifiers.

- All attacks you make while in this form have Advantage, and you can use your highest ability score as the attack modifier.

You can spend an action to re-roll the Wisdom save and turn back to normal, loosing the previous effects, otherwise, you remain in this form until you take a short rest, or fall unconscious. After returning to normal, you must take two points or exhaustion (one if you took a short rest), and cannot regain lost hit points until you've finished a long rest. You still have to make the Wisdom save to enter this form if you kill a creature, even after just returning to normal. If done, the exhaustion points after exiting will stack. (If your GM wishes, every time you exit your form, you suffer a minor madness, or major, if you killed more than your level's worth of creatures.)

Medical Weapon[edit]

Even with their oaths, a Ravage Doctor may still have to defend themselves or partners from any further harm. You gain your own personal item to use as a weapon. You are proficient with your Medical Weapon, and can use it to give yourself Advantage when using any type of medical kit. The items you can use are as follows.

- Bonesaw: 1d6 Slashing damage

- Hacksaw: 1d6 Slashing damage, Finesse

- Tendon Knife: 1d4 Slashing damage, Finesse, Small

- Scalpel: 1d4 Piercing damage, Finesse, Small

- Syringe: 1d4 Piercing damage, Finesse, Injectable

- Reflex Hammer: 1d6 Bludgeoning damage

Natural Gift[edit]

<!-Class feature game rule information->

<!-Use semi-colons for subheaders->

<!-Class Feature->[edit]

<!-Class feature game rule information->

<!-Use semi-colons for subheaders->

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

<!-Class Feature->[edit]

<!-Class feature game rule information->

Care in Magic[edit]

Your very being flows with a healing essence, the gods gifting you with superior magic.

Life's Touch

Your hands hold the magic, especially for healing. Beginning at 3rd level when you choose this subclass, if you cast spell

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

Direct Medical Assistance[edit]

Your manner of healing is less magical, and much more personal.

Messy Work

<!-Class feature game rule information->

Weaponized Tool

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

Bestial Control[edit]

The healing is not as much fun as the hurting. Maybe you can heal yourself through hurting others?

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

Practical Malpractice[edit]

The Hippocratic Oath is merely a suggestion...

Ingested Care

<!-Class feature game rule information->

Doctor Assisted Homicide

<!-Class feature game rule information->

Parasitic Brain

Ravage doctors can surgically implant a small parasite brain that is implanted somewhere in the body and controls or countermands the creature's primary brain. Parasitic brains can be smashed, causing the creature to lose all but one hit point, and falling unconscious for 1d8 hours.

Half Brain Implantation

Placing half a ghoul brain into the head of a humanoid. The ghoul half remains mostly quiet but controls the thoughts of the other half (half the humanoid's original brain).

Spell List[edit]

You know all of the spells on the basic spell list and additional spells based on your subclass.

1st Level

<!-1st level spell list->

2nd Level

<!-2nd level spell list->

3rd Level

<!-3rd level spell list->

4th Level

<!-4th level spell list->

5th Level

<!-5th level spell list->


Prerequisites. To qualify for multiclassing into the Ravage Doctor class, you must meet these prerequisites: 13 Wisdom, 11 Constitution, and proficiency in Medicine.

Proficiencies. When you multiclass into the Ravage Doctor class, you gain the following proficiencies: Simple weapons, Herbalism Kit, and Healer's Kit.

Back to Main Page5e HomebrewClasses

Home of user-generated,
homebrew pages!