Base Class: Wizard
Wizards are the ultimate utility casters. There spells range from simple damage like fire ball and lightning bolt, to spells that alter the battlefield in your favour like grease and darkness, to spells made for out of combat use like knock and magic mouth, to even spells that could be considered support spells like feather fall and mage armour. But the one thing wizards cant do, is heal. But wizards are natural innovators and problem solvers, one of the was bound to figure out healing eventually. And so the school of arcane medicine was made. Wizards of this school don’t just heal but strive to protect and help their fellow adventurers much like an abjuration wizard. These wizards combine magic with medical practice to heal and protect as best they can.
Arcane diagnosis
At second level you gain expertise in the medicine skill. Additionally, you can use an arcana check to determine what spells are effecting a creature and what level it was cast at
Healing magic
At 2nd level you gain the cantrip spare the dying and the spell cure wounds, these spells are always prepared
Spell share
Beginning at 6th level spells that you cast on yourself also affect your ally’s. When you cast a spell that has a range of self or a spell with a positive effect that only effects one target, you can cast it using a spell slot one level above the slot you would have used in order to make that spell effect both you and an ally
panacea
At 10th level your healing spells can also cure harmful effects, magical and non magical. When you cast one of your healing spells you can also choose to end one of the following effects
- one level of exhaustion
- a Blinded, charmed, deafened, paralysed, petrified, poisoned or stunned condition
- The effects of one negative spell of a level lower than the one used to cast this spell
you can use this feature a number of times equal to your intelligence modifier
Doctors assistant
At 14th level you can enhance one creature during combat to make them tougher and make them radiate life energy. If a friendly creature that you can see is at full hp you can use your action to create a blue magical beam between you and the creature. for 1 minute that creature and all friendly creatures within ten feet of the gain the benefits listed below, the effect ends early if you loose line of sight. Also you must concentrate on this ability like you would with a spell
- their ac increases by one
- they can add your int modifier to any saving throws to resist any lasting effects from a spell
- All healing they receive gets 2d4s added
you can do this once per day. This number increases to 2 at level 18 and 3 at level 20







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