Base Class: Wizard
Members of the School of Restoration take on the intricate and difficult path of magical triage. Outside of clerical orders and druidic circles, healers are mostly found to be those peddling herbs and poultices as cures for ones ailments. Although this practice is often sound, you seek to unravel the mysteries of the mortal body in order to use magic to more efficiently heal and bolster yourself and others with magic. You are a student of anatomy and master of delicate magics, though some often mistake your studies for those of necromancy.
Called healers or arcane surgeons, members of this small school of magic are sought after for positions in larger towns and villages to see after the hurts and ailments of the populace, or among armies as combat medics.
Restoration Savant
Beginning when you select this school at 2nd level, you gain access to an expanded spell list. The gold and time you must spend to copy these restorative spells into your spell book is halved. In addition, you gain proficiency in the Medicine skill and learn the spare the dying cantrip.
Expanded Spell List
1st cure wounds, healing word, heroism, inflict wounds, detect poison and disease
2nd aid, lesser restoration, protection from poison
3rd mass healing word, revivify
4th aura of purity, death ward
5th contagion, greater restoration, mass cure wounds
6th harm, heal
7th regenerate
8th -
9th mass heal, power word heal
Aura of Healing
Starting at 2nd level, you learn to use magic to actively increase the natural healing process of those around you.
You may activate your Aura of Healing with a bonus action. At the start of their turn, all allies within 30 feet of you, including yourself, are healed for an amount equal to half your wizard level, rounded down. Your Aura of Healing lasts until the end of your next turn, or until you are incapacitated.
You may use this feature a number of times equal to your Intelligence modifier, and regain all expended uses on a long rest.
Triage
At 6th level, you have learned to weave magic to more quickly and effectively heal a mortal body. When you cast a spell that restores health, you may choose to heal the maximum dice amount on one target of your choice by focusing your restorative magic.
When you use this ability, you must complete a short or long rest before using it again.
You gain additional uses of this ability at 11th, 14th and 17th level. You may use multiple charges of this feature at once when using a spell that targets more than one creature.
Aura of Harm
At 10th level, while your Aura of Healing is active, you may choose creatures within range to harm instead of heal. When any creature you choose starts its turn in your aura, it takes damage equal to half your wizard level, rounded down.
Fitness
Beginning at 14th level, the magic you channel bolsters the physical wellness of those already at their best. When you cast a spell that restores health to a single creature, any over-healing done adds temporary hit points equal to that amount.
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