Base Class: Wizard
You have focused your studies on replicating divine magics that help restore the body and soul of individuals, finding a way for arcane users to grasp those powers without the inconvenience of religion and devotion. Masters of this practice are often sought out by the military forces to teach their members, increasing the survival and strength of their armies without delving too much in the moral complexities of different religious organizations.
Arcane mending
Beginning when you select this school at 2nd level, add the spells Cure wounds and Healing word to your spellbook, they count as wizard spells for you, but they don't count toward the number of spells known.
You also add the spells Revivify at 5th level, Raise dead and Mass cure wounds at 9th level.
Field medic
Beginning at 2nd level, your studies on how to recover and heal the body from diverse injuries grant you proficiency in Medicine(Wisdom) checks. Also, this same knowledge helps you temporarily protect the bodies from harm ; when you target an allied creature with a spell of 1st level or higher, it gains temporary hit points equal to your Intelligence modifier (minimum of 1) for one minute.
Energy exchange
Starting at 6th level, you learn to extract energies that increase the life force of creatures through raw elemental powers. When you cast a spell of 1st level or higher that deals damage other than slashing, piercing or bludgeoning; choose a number of allies equal to 1 + the level of the spell within the area of effect or targeted by it, they are unaffected by the spell and recover a number of hit points equal to halve the damage rolled.
Any chosen ally can only ignore and be healed one time for the spell's duration.
Harden the flesh
Beginning at 10th level, you can quickly protect someone from harmful effects, as a reaction you can choose a willing creature within 30 feet of you to give it resistance to all the damage until the start of his next turn. You can use this feature a number of times equal to your proficiency bonus and you regain all expended uses at the end of a long rest.
Lifeline
Starting at 14th level, you are able to link your vitality to another's for one minute. As an action, choose a conscious willing ally you can see within 30 feet of you to create a bond between each other, the bond breaks if you spend your action to change the target of the bond, the ally falls unconscious or is sent to another plane of existence. When the bond takes place, the target regains a number of hit points equal to your wizard level and gains the following benefits:
- You can target the bonded ally with spells regardless of the spell’s range, it also regains the highest number possible from your spells that restore hit points.
- While bonded, either of you can use your reaction to succeed on a saving throw against a spell as long as the other succeeds at it, it's not affected, targeted or in range of the spell.
- When you drop to 0 hit points, the bonded ally takes 2d6 necrotic damage, and you regain 1 hit point. The damage that the bonded ally takes can’t be reduced in any way. Also, when this effect takes place, increase the damage taken by 2d6 at the start of your turn.
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