Base Class: Wizard
Bonus Proficiencies Beginning at 2nd level you gain proficiency with light Armor, Shields and Alchemist Supplies
Steady Hand Beginning at 2nd level you can add spells from the cleric spell list to your spell book, casting them as a wizard spell. Additionally when you cast a spell that restores hit points to a creature that creature regains additional hit points equal to your proficiency bonus.
Practiced Healer Beginning at 6th level, when you cast a spell that stabilizes a dying creature or restores hit points you can cast an additional spell of first level or higher. the spell must have a casting time of 1 Bonus Action and can only target 1 creature. Additionally, you can use a healers kit, or administer potions to a helpless creature as a bonus action.
Emergency Aid Beginning at 10th level you can sacrifice a prepared spell to instead channel it as spell to instead channel it as spell energy for emergency purposes. As a reaction you can sacrifice a spell slot and choose one creature within 60 feet. that creature gains a number of temporary hit points equal to twice the spells level, and gains a bonus to armor class and saving throws equal to twice the spall's level until end of the turn.
Chirurgeon Beginning at 14th level whenever you remove a disease or condition affecting a creature, they regain hit points equal to your proficiency bonus + your spell casting modifier. in addition, whenever you cast a spell or use an ability that restores hit points, and roll the maximum value of the die, you can re-roll the die again, adding it to the total amount of hit points restored.
Bonus Proficiencies
Bonus Proficiencies Beginning at 2nd level you gain proficiency with light Armor, Shields and Alchemist Supplies
Steady Hand
Steady Hand Beginning at 2nd level you can add spells from the cleric spell list to your spell book, casting them as a wizard spell. Additionally when you cast a spell that restores hit points to a creature that creature regains additional hit points equal to your proficiency bonus.
Practiced Healer
Practiced Healer Beginning at 6th level, when you cast a spell that stabilizes a dying creature or restores hit points you can cast an additional spell of first level or higher. the spell must have a casting time of 1 Bonus Action and can only target 1 creature. Additionally, you can use a healers kit, or administer potions to a helpless creature as a bonus action.
Emergency Aid
Emergency Aid Beginning at 10th level you can sacrifice a prepared spell to instead channel it as spell to instead channel it as spell energy for emergency purposes. As a reaction you can sacrifice a spell slot and choose one creature within 60 feet. that creature gains a number of temporary hit points equal to twice the spells level, and gains a bonus to armor class and saving throws equal to twice the spall's level until end of the turn.
Chirurgeon
Chirurgeon Beginning at 14th level whenever you remove a disease or condition affecting a creature, they regain hit points equal to your proficiency bonus + your spell casting modifier. in addition, whenever you cast a spell or use an ability that restores hit points, and roll the maximum value of the die, you can re-roll the die again, adding it to the total amount of hit points restored.
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