Wizard
Base Class: Wizard

Plague Doctors are at the front of the battle lines against disease and pestilence, putting their life on the line to fight the invisible threat.  While many healers rely on divine magic to cure their patients, Plague Doctors prefer not to rely on the whim of some unseen deity.  Skilled with the arcane, divine, and years of medical studies, these doctors use anything and everything at their disposal to prevent the spread of such vile pestilence. And while they're at it, what better way to prevent a disease than by studying it and learning what makes it tick?  But even if their spells run dry and their magic has run out, a Plague Doctor can always fall back on their trusted healer's kit.  After all, if plagues never rest, how can they?

Purifier

Starting at 2nd level,  your healing spells and knowledge of medicine are more effective. You have expertise with Medicine. Also, whenever you use a spell of 1st level or higher to restore hit points to one or more creatures, you may cure one of the creatures of a condition afflicting it.

Quarantine Ward

Also at 2nd level, you can weave magic around yourself, creating a purified safe zone that shields you from harm. When you cast a spell of 1st level or higher which restores health or removes conditions, you can simultaneously use a strand of the spell’s magic to create a magical ward on yourself that lasts until you finish a long rest. The ward has a hit point maximum equal to twice your wizard level + your Intelligence modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage.

While the ward has 0 hit points, it can’t absorb damage, but its magic remains. Whenever you cast a curative spell of 1st level or higher, the ward regains a number of hit points equal to half of the amount healed.  As long as this ward has at least 1 hit point left, it provides a purified region of air in a 5 foot sphere around you that protects you, granting immunity to incoming diseases and the poisoned condition, though this does not cure them if you are already afflicted.

Once you create the ward, you can’t create it again until you finish a long rest.

Field Medic

Starting at 6th level, you gain the following abilities:

  • When you use a healer's kit to stabilize a dying creature, that creature also regains 1 hit point.
  • As an action, you can spend one use of a healer's kit to tend to a creature and either cure it of one poison or disease, or restore a number of hit points to it equal to 1d6 plus your Intelligence modifier, plus additional hit points equal to the creature's maximum number of Hit Dice.  The number of dice used increases to 2d6 at level 9, and 3d6 at level 17. The creature can't regain hit points from this feat again until it finishes a short or long rest. If you have no more uses left of your healer's kit, you may expend a spell slot instead to use this feature again.
  • During a short rest, you can clean and bind the wounds of up to six willing beasts and humanoids. Make a DC 15 Wisdom (Medicine) check for each creature. On a success, if a creature spends at least one Hit Die during this rest, that creature can forgo the roll of the lowest die and instead regain the maximum number of hit points the die can restore. A creature can do so only once per rest, regardless of how many Hit Dice it spends.

Improved Ward

Starting at 10th level, when a creature that you can see within 30 feet of you takes damage, you can use your reaction to cause your Quarantine Ward to absorb that damage. If this damage reduces the ward to 0 hit points, the warded creature takes any remaining damage.

Master of Medicine

Beginning at 14th level, add your Intelligence modifier to your Medicine skill.  Also, when you use a healer's kit or cast a spell that restores hit points to one or more creatures, you may divide temporary hit points equal to twice your Medicine skill modifier between all creatures affected, excluding yourself. Each creature affected by this ability must receive at least one temporary hit point. These points reset on a long rest.  In addition, if you would finish a long rest and have no more uses left with a healer's kit, you instead gain one use of it.

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