Wizard
Base Class: Wizard

As a member of the Order of Physicians, you have dedicated your studies to the healing of others and are slowly beginning to master this ancient power. Some discover their talents for healing during their studies and are later headhunted by hospitals or individuals hoping for private care, whereas others are financially encouraged into this line of study by wealthy benefactors who see arcane physicians as a long-term investment.

Trained Physician

When you select this arcane tradition at 2nd level, your list of arcanist (wizard) spells is expanded to include the following healing spells. In addition, the financial cost and time you must
spend to copy a spell from this list into your spellbook is halved;

Battlefield Medic

Also at 2nd level, you gain the ability to heal others by expending some of your own life force. As a bonus action, you can spend one or more hit dice to heal a willing target within 5
feet. The target heals hit points equal to the total rolled on the hit dice + your Medicine skill modifier.

You also gain proficiency in the Medicine skill if you don’t already have it.

Expert Healer

Starting at 6th level, casting healing spells comes so easily to you that it expends only a fraction of your spellcasting efforts. When you use a spell slot to cast a spell of 2nd level or higher that restores hit points, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can’t be higher than 5th level.

Bedside Manner

Starting at 10th level, you master the ability to aid your patients’ recovery with your pleasant demeanor. When you roll a number of dice to restore hit points with a spell, you can add your Charisma modifier to the total rolled. Also, whenever an ally within 5 feet of you rolls a death saving throw, they can add your Charisma modifier to the result.

Lifesaver

Starting at 14th level, you truly understand the physician’s oath of self-sacrifice to save others. Whenever a roll or action would cause a creature within 60 feet of you to fail one or more death saving throws, you can use your reaction and take a point of exhaustion to prevent those failed death saving throws. These are not successes, just negated failures.

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