Base Class: Barbarian
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 resemble 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
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.
Weaponized Tools
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. You are proficient with these tools.
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.
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:
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 created by this feature lose its use and becomes toxic after 8 hours, and can be used to fuel your Syringe. A syringe fueled by a toxic medicine inflicts 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 of 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 has an ability which the save DC is calculated using the targeted 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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