Base Class: Wizard
Some wizards prefer to study the practice of healing and medicine, using their knowledge of arcane magic to restore life to the sick and wounded. The School of Restoration is a special school that teaches life as being a part of the universe as mysterious as the magic that it exhibits.
Restoration Initiate
Beginning when you choose this tradition at 2nd level, you gain one proficiency of your choice in Medicine, Religion, Alchemist's Supplies, or Herbalism Kits, and you learn the spare the dying cantrip. This cantrip counts as a wizard spell for you, but it doesn't count against your number of cantrips known.
Proficiency in Medicine
You gain proficiency in Medicine.
Proficiency in Religion
You gain proficiency in Religion.
Proficiency with Alchemist's Supplies
You gain proficiency with Alchemist's Supplies.
Proficiency with Herbalism Kits
You gain proficiency with Herbalism Kits.
Restoration Savant
At 2nd level, and whenever you gain a level in this class, you can replace one or both of the wizard spells you add to your spellbook with a spell from the school of restoration spell list. The spell must be of a level for which you have spell slots.
You can also copy any of the school of restoration spells you find during your adventures to your spellbook. The cost and time to copy these spells to your spellbook is halved.
The spells on the school of restoration spell list are considered wizard spells for you, but other wizards cannot copy them into their own spellbooks unless they also have this feature.
Life Gem
Starting at 6th level, you can spend 8 hours creating a life gem that stores restoration magic. You can benefit from the gem yourself or give it to another creature. A creature gains a benefit of your choice as long as the gem is in the creature's possession. When you create the gem, choose the benefit from the following options:
- A +1 bonus to the creature's AC
- A 5 point increase to the creature's hit point maximum
- Proficiency in Constitution saving throws
- Resistance to poison and disease
Each time you cast a school of restoration spell of 1st level or higher, you can change the effect of your gem if the stone is on your person.
If you create a new life gem, the previous one ceases to function.
Efficient Healing
Starting at 10th level, whenever you use a spell of 1st level or higher to restore hit points to a creature, any 1 rolled on a die to restore hit points counts as a 2.
Timeless Gem
When you reach 14th level, the creature who possesses your life gem gains improved benefits, depending on your choice:
- A +2 bonus to AC
- A 10 point increase to the creature's hit point maximum
- Proficiency in Constitution saving throws and saving throws made against becoming cursed
- Immunity to poison and disease
The creature also ages only 1 year for every 10 years that pass while possessing the gem.
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