Base Class: Wizard
In places where healing is required, or maybe through investigation of lost arcane practices, some wizards study and teach magic that can repair the minds and bodies of the injured. Wizards of this school tipically use their spells to heal and aid those who need it, many of them often found opening clinics to tend to the sick and wounded, while others assist adventurers with a death wish, with a minority still focused on the study of this type of magic and how to eventually perfect it.
Restoration Savant
Beggining when you choose this tradition at 2nd level, you've studied healing spells and can replicate them. The following spells are added to the wizard spell list for you: cure wounds, death ward, greater restoration, heal, healing word, lesser restoration, mass cure wounds, mass heal, mass healing word, and regenerate.
Additionally, you learn the spare the dying cantrip, which counts as a wizard spell for you and doesn't count against your number of cantrips known.
Healing Surge
Also at 2nd level, you've learnt how to turn part of the energy you regain by studying your spellbook into healing for you and your allies. When you use your Arcane Recovery feature, you and up to five creatures of your choosing regain an additional 2 hit points per hit die spent from any hit dice spent during the short rest.
Absorb Death
Starting at 6th level, you know how to use your magic to help a creature overcome death. As an action, you can expend a spell slot of 3rd level or higher and cast the revivify spell. When you do and the creature succesfully comes back to life, you gain 1 level of exhaustion and take necrotic damage equal to two times your wizard level, to a maximum of 20 necrotic damage.
Reactive Healer
When you reach 10th level, you know how to mend wounds almost as soon as they are inflicted. When a creature you can see within 30 feet of you takes damage, you can use your reaction to cast a spell that restores hit points on it, which must have a casting time of 1 action or 1 bonus action and be of 5th level or lower.
Overhealing
By 14th level, you can channel excess magical energy into your healing spells, improving their potency and allowing them to wreath your allies in protective energy. Whenever a creature regains hit points from a spell you cast, it also gains temporary hit points equal to three times the spell's level.
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