Wizard
Base Class: Wizard

While traditionally most healing is done by those who are bestowed power such as Druids or Rangers bestowed power from nature, Clerics from their deity, Warlocks from an entity, Sorcerer's from an ancestor, Paladins from an oath, or Bards from... whatever they get their magic from... there are few healers who heal with their own power rather than power that is loaned or borrowed. There is plenty that is not yet known about the science behind how humanoid anatomy works and how the body's natural healing and defenses work.  While science is not necessarily a wizard's forte, there are none better at studying than wizards and gnomes! You have studied bodies, anatomy, injuries, and various remedies and surgical methods throughout your life and have managed to blend magic and science to perform magical surgery of sorts, mixing and merging mundane and magical methods and means to mend muscles and... ok, enough of the letter m. Regardless, you have devoted your life to studying how to help the injured on your own with your own knowledge, not having to rely on the power of another to save lives.

Master of Medicine

Years of study and minutes of practice have given you all the experience you need to become an instant expert in all things medicine and healing.

When you adopt this tradition at 2nd level, you gain expertise in Medicine checks, and you may use your Intelligence modifier rather than your Wisdom modifier for Medicine checks. Additionally, when attempting to create a health potion, antitoxin, or cure for a disease, or other such methods of treating or curing an ailment, affliction, or injury, you may act as if you have expertise for the required checks.

In addition, you have a pool of hit points equal to half your wizard level rounded up multiplied by your intelligence modifier. As an action, you may select one target within 60 feet of you and deplete any amount of hit points from the pool, restoring that much health to the chosen ally. This pool of hit points replenishes on a long rest.

Expanded Spell List

Through careful study of how not to make wounds any worse, which you achieved by accidentally making things much worse and agreeing not to do it again (probably), you have gained the knowledge necessary to make people less hurt. The following spells are added to the wizard spell list for you.

School of Medicine Expanded Spells
Spell level SPELLS
1st healing word, heroism
2nd aid, lesser restoration
3rd beacon of hope, mass healing word
4th freedom of movement, death ward
5th greater restoration, mass cure wounds

Field Improvisation

Beginning at 6th level, you know how to improvise and replenish your supplies with whatever you have nearby or on hand. At the GM's discretion, there may be sufficient supplies around for you to scavenge to regain charges for a Healer's Kit, such as using loose thread from fraying clothes and a needle from a pine tree to create sutures and stitches, using nearby twigs and branches to create braces, or tearing cloth for makeshift bandages, or perhaps even using nearby herbs for a salve or ointment. On a short or long rest, you may add 1d10 charges to a single Healer's Kit you have. The Healer's Kit cannot exceed 10 charges. Your GM may require you to make a Nature or Survival check to see if you can scavenge the relevant supplies.

Golden Hour

Beginning at 6th level, you are able to provide aid when it's most needed to bring someone back from the brink. The moments just after a critical or traumatic injury are the most crucial when it comes to treating a patient. When stabilizing a creature that is Incapacitated and at 0 hit points, they are instead brought to 1 health and become conscious, losing the Incapacitated condition. When you would restore hit points with a spell, item, or ability to a creature at 0 hit points, they gain bonus temporary hp equal to your Intelligence modifier multiplied by your proficiency bonus.

Additionally, you learn the spell Revivify. It counts as a wizard spell for you and is always prepared, and does not count against the number of spells you can prepare.

Excess Vitality

Starting at 10th level, your knowledge of best practices to maintain exquisite health has improved your physique drastically, and even makes your skin glow from how healthy you are as you radiate an aura of pure sanitation. Or something.

You do not suffer the adverse effects of old age, nor can you be aged magically. You still age naturally at a normal pace however and can still die of old age. in addition, you have immunity to disease and advantage on saving throws against the poisoned condition as your body's enhanced immune system more easily expels the toxins from your system. You also take twice as long to get drunk or suffer similar impairment from various drugs you willingly take, if you so choose.

Additionally, if you or any creatures that you can see regain hit points at the end of a short rest by spending one or more Hit Dice, each of those creatures regains an extra amount of health equal to half your Wizard level, rounded up.

Surgeon's Focus

Beginning at 14th level, your focus and concentration have become nigh unparalleled. Your years of practice on avoiding distractions while performing surgeries or other various procedures that call for unerring precision have allowed you to selectively shift your focus to important tasks when required.

You have advantage on Constitution saving throws to maintain concentration on your spells. In addition, while maintaining concentration on a spell, you may cast a second spell that requires concentration and has a casting time of one action, one bonus action, or one reaction without losing concentration on the first spell. The second spell's duration changes to Instantaneous and its effects last only until the end of your next turn. You may cast a spell this way a number times equal to your Intelligence modifier. You regain all uses of this feature on a long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
6/14/2025 7:35:19 PM
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4/20/2026 8:54:54 PM
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