Wizard
Base Class: Wizard

The practice of bioturgy is not a common tradition for arcanists who wish to meddle with, or uncover secrets of their fantastic world, yet as a student of bioturgy, you know that there is no greater purpose than to become learned in the art of medicine. You understand the relationship between the magic that is the weave, and all those who exist connected to it. You've learned that instead of following divine magics, you can manipulate that dynamic to heal and better those around you with raw arcana.

Titled physicians, or doctors, these bioturgists of alchemical medicine, who often roam lands with benign curiosity, imbue their arcana into things like a healer's kit, a potion of healing, or even an herbalism kit to keep their adventuring parties alive.

Medicinal Savant

Beginning when you select this practice at 2nd level, the gold and time you spend to craft items, equipment, or magic items with your alchemist's supplies or your herbalism kit is reduced to one tenth the original cost.

Field Medic

Starting at 2nd level, you can treat the injuries of a creature within range with usage of your healer's kit.

Medical Treatment. As a Utilize action, you can expend a use of your healer's kit on a creature within 5 ft of you. When you do so, the target regains hit points equal to (2d4 + your Intelligence modifier). You may use this feature as many times as (1 + your proficiency bonus), and you regain uses of this feature after you finish a short rest.

At higher levels, the dice increase when you reach certain levels. At 5th level, the target regains hit points equal to (4d4 + your Intelligence modifier), 11th level (6d4 + your Intelligence modifier), and 17th level (8d4 + your Intelligence modifier).

Invigoration. You may imbue your healer's kit with your arcane reserve by expending a spell slot instead of expending a medical treatment usage. As a Magic action, you can expend an available spell slot and a usage of your healer's kit on a creature within 5 ft of you, the target heals a number of hit points equal to (4d4 x level of spell slot expended + your Intelligence modifier).

You may use this feature as long as you have a nonempty healer's kit, and spell slots.

Pharmacology. By harvesting or transmuting alchemic mutagens, you may spend an hour to refill your healer's kit. You must make an Intelligence (medicine) check, the DC of which is equal to (5 + number of empty healer's kit uses). The hour you spend for this feature can be during a short rest, or a long rest.

Physiological Specialization

At 6th level, you have advanced far enough with your studies to devote yourself to a particular medical forte in becoming a specialist. You become one of the following specialists: Alchemist, Experimenter, Psychologist, or a Resuscitator.

Alchemist

As an alchemist, you specialize in the brewing and generation of both restorative potions and acids. This knowledge grants you the ability to bottle up the healing done by your healer's kit into a potion bottle and throw it. Additionally, your acids have become more powerful. You gain the following benefits:

Ranged Medic. When you use your action to expend a usage of your healer's kit when you use it on a creature, you may instead do so within a range of 60 ft instead of 5 ft.

Alchemist's Acid Affinity. When you deal acid damage, you deal an additional 1 point of damage for every die used to roll for damage.

Experimenter

As an experimenter, you specialize in bolstering your allies as you aid them, even if you're not quite sure you know what you're doing. This knowledge grants you the ability to bestow a random beneficial boon upon your target.

When you expend a usage of your healer's kit on a creature, you grant that creature a beneficial effect other than the healing done. Roll on the Experimentee Effect table for the additional effect on the target creature. The amount of experimentee effects that you may have active at a time is equal to your proficiency bonus.

You can also expend a spell slot of 1st level or higher to choose which experimentee effect a targeted creature obtains.

Experimentee Effect Table

d8 Effect

1

Readied: The target gains +1d6 to the next saving throw made within 1 minute.

2

Prowess: The target gains +1d6 to the next ability check made within 1 minute.

3

Accuracy: The target gains +1d6 to the next attack roll made within 1 minute.

4

Fortified: The target gains a +1 to AC for the next 1 minute.

5

Quickened: The target's movement is increased by 10 ft for the next 1 minute.

6

Alacritous: The target may high jump or long jump up to 20 ft, if movement is available, until the end of their next turn.

7

Slipperiness: The target doesn't provoke opportunity attacks until the end of their next turn.

8

Enlightened: The target gains the blindsight sense up to 30 ft for the next 1 minute.

Psychologist

As a psychologist, you specialize in the brutal, yet tactful war that takes place in the mind of your enemies, and those who would have otherwise become enemies. This knowledge grants you the ability to read and interfere with the psyche of creatures around you.You gain the following benefits:

Professional Intuition. You gain expertise in the Wisdom (insight) skill.

Telepathic Therapist. You may cast the detect thoughts and calm emotions spell once each per long rest. These spells are always prepared. Whenever you are keeping concentration on detect thoughts, you may use a Magic action to cast the calm emotions spell, and maintain concentration on both of those spells at the same time.

Resuscitator

As a resuscitator, you specialize in the electrifying erudition of the mending between the body and soul, perhaps unnaturally restoring what was once lost. This knowledge grants you the ability to defibrillate a fallen soul with elemental magic, and additional material components that are consumed upon usage. You gain the following features:

Built-in Defibrillator. You learn the shocking grasp cantrip. If you already know this cantrip, you learn a different wizard cantrip of your choice. This cantrip doesn't count against your number of cantrips known.

Resuscitate. You may use your action to cast the shocking grasp cantrip on a creature who has died within the last minute. That creature does not take any lightning damage, but must make a DC 10 Charisma saving throw, if they succeed, they are granted the effects of the revivify spell. You must also have 300 gp worth of material components (gem dust, holy water, oils and unguents, or powdered metals) that is consumed upon usage. If the target fails their DC 10 Charisma saving throw, the material components aren't consumed, but their soul cannot find the strength to join with their body once more. You may use this feature as many times as your proficiency bonus per long rest.

Every time a creature is targeted with this feature, the DC rises by 5 accumulatively for that creature. This increase in the save DC resets after 10 days, starting from the oldest active usage of this ability targeting that creature.

Doctoral Mastery

Finally at 10th level, the culmination of your experiences as a practitioner of alchemical medicine has led you to the pinnacle of mastery. You gain a doctorate in one of the following: Anesthesiology, Cardiology, Pathology.

Anesthesiology

As an anesthesiologist, you specialize in the careful art of managing pain and vital signs, so those who would have been overwhelmed in combat may persevere. This mastery grants you the ability to prepare a creature against their elemental or necrotic fight.

When you use your action to expend a usage of your healer's kit when you use it on a creature, you may additionally grant that creature the effects of the protection from energy spell, with the option of choosing necrotic damage. You can expend a 3rd level spell slot or higher to regain a usage of this feature, as you may only use this feature three times per long rest.

Cardiology

As a cardiologist, you specialize in the rhythmic field of keeping your allies alive. This mastery grants you the ability to embed an echo of a creature's lifeforce in their hearts, so if they were to die, they wouldn't.

When you use your action to expend a usage of your healer's kit when you use it on a creature, you may additionally grant that creature the effects of the death ward spell. You can expend a 4th level spell slot or higher to regain a usage of this feature, as you may only use this feature twice per long rest.

Pathology

As a pathologist, you specialize in the minutia of the chemical battles within creatures internally. This mastery grants you the ability to control and eliminate effects that accost those you treat the health of.

When you use your action to expend a usage of your healer's kit when you use it on a creature, you may additionally grant that creature the effects of the spell greater restoration. You must also have 100 gp worth of material components (gem dust, holy water, oils and unguents, or powdered metals) that is consumed upon usage. You can expend a 5th level spell slot or higher to regain a usage of this feature, as you may only use this feature once per long rest.

Miracle Worker

At 14th level, you have unlocked a series of physiological secrets that grant you further arcane manipulation and exploitation of healing effects in an area around you.

As a reaction you take when a creature you can see within a 60 ft range receives healing, you may allow that creature to receive the maximum amount of healing possible. You may use this feature once per long rest.

You may use this feature once per short rest at 17th level.

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