Wizard
Base Class: Wizard

The School of Medicine is one that draws many medical practitioners who have discovered the limits of natural remedies and healing, and have decided to turn to the arcane as a way to enhance their capabilities. Many divine casters exist to bestow their god's light on the sick and injured, but you have discovered intricate ways in which the body can be persuaded to mend itself with a little arcane magic.

Sometimes referred to as Arcane Healers, members of this school frequently harbour a personal attachment to someone who either needed or still requires advanced medical help, but continue to uphold their studies as they develop an affinity for helping others by treating injuries and seeking knowledge to develop cures to rare ailments.

Medicine Savant

Beginning when you select this school at 2nd level, you gain proficiency with the Medicine skill and Herbalism Kit, and you can use your Intelligence ability instead of Wisdom for all Medicine skill checks. Additionally, the time needed to create potions of healing or an antitoxins is halved. The times and costs for you doing so are summarized on the Potions of Healing and Antitoxin Creation table. 

 

Potions of Healing and Antitoxin Creation:

Type Time Cost
Antitoxin 4 hours 25 gp
Potion of Healing 4 hours 25 gp
Potion of Greater healing 3 workdays 100 gp
Potion of Superior healing 1.5 workweeks 1,000 gp
Potion of Supreme healing 2 workweeks 10,000 gp

  

Arcane Supplies

Starting at 2nd level, you can replenish and imbue your healer's kit with arcane energy. When you cast a non-damaging Wizard spell of 1st level or higher using a spell slot, you can simultaneously use a strand of the spell’s magic to replenish the contents of your healer's kit, and imbue it with magic, as long as it has at least one use remaining. The uses regained are equal to twice the level of the spell, but the kit cannot hold more than 10 uses in total.

Once you imbue a healer's kit, you cannot do so again until you finish a long rest.

Additionally, while the kit is imbued, you can use an action to expend one charge to restore hit points to a creature equal to 1d6 + your Medicine modifier, and they can immediately use one of their hit dice. The creature can’t regain hit points from this feature or a healer's kit again until it finishes a short or long rest.

Battle Medic

Starting at 6th level, you can spend 10 minutes during a short rest tending to the wounds of up to 6 creatures. Each creature you assist in this way gains advantage on a number of their hit die rolls during the rest equal to your spellcasting modifier, and gain advantage on constitution saving throws for 1 hour.

Regeneration

By 10th level, you have become so familiar with the weave of magic throughout the body, that you can expend one use of the healer's kit to replicate the effects of Regenerate (including the casting time), instead of using a spell slot and the traditional material components. You can only use this feature once per long rest.

Bolstered Immune System

Starting at 14th level, you have discovered a way to bolster the strength of one's body against the arcane.

Whenever you heal a creature using your Imbued Healer's Kit, you can choose to give that creature advantage on saving throws against spells and resistance against the damage of spells until you or the creature finish a long rest, or until you use this feature again- whichever comes first.

Previous Versions

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