Wizard
Base Class: Wizard

The school of Medicine plays an important role when it comes to balancing life and death. While the school of Necromancy focuses on manipulating death and even creating undeath, the School of Medicine focuses on the study of death and how to prevent it. Most who practice this form of magic are doctors, herbalists, and nomads.  Though you can cast some healing magic it will never compare to the power of a cleric, so you will learn how to amplify what spells you do have. Most who look at you will see you as a great physician or a failed cleric but rest assured you have a skill set that is greatly sought after.

Instruments of the physician  

When you choose this archetype at 2nd level, you gain proficiency in medicine, and you gain proficiency with a herbalism kit, assuming you don’t already have it. You also gain an herbalism kit and a healers kit both for free, do to your experience with medicine and mending wounds.  

Arcane Healing 

At 2nd level, Healing Word is added to your spell book, this is considered a wizard spell for you and no other wizard can copy this spell into their spellbook. 

Living Sacrifice

At 6th level, you add the Life Transference spell to your spellbook if it is not there already. 

Healing Chain

Starting at 6th level, whenever you cast Healing Word or Life Transference on a friendly creature. A ray of healing energy spreads to nearby friendly creatures. Friendly creatures must be within 30 ft of each other to receive this benefit. A number if rays spread equal to the spell slot spent, with a maximum of 2 rays. At 10th level the maximum number of rays go up to 4 and at 14th level the maximum number of rays go up to to 6. 

Mastery of Medicine

At 10th level, You have refined your skills as a doctor and have mastered the art of medicine. You gain expertise in medicine and you can use your choice of your intelligence or wisdom modifier when making medicine checks.  

From Pain Comes Growth

Starting at 10th level,  whenever you cast Life Transference, you have resistance to the necrotic damage you take from that spell. The target creature still heals twice the amount of hit points as if you took the full amount of necrotic damage. 

Failure is not an Option

Starting at 14th level, when a creature within 10 feet of you dies, you may sacrifice half of your life as well as 200 gold and a 5th spell slot to bring that creature back from death while returning the soul to the body. Once you use this feature you must finish a long rest. 

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