Wizard
Base Class: Wizard

Study in the Evereast Isles has led to learning a new type of magic: Vitomancy. The Evereast isles boasts a magical core of water called the Wellspring. Studying the Wellspring while drinking its waters has unlocked new ideas in many great wizards about how to use the arcane in restorative ways. Wizards that focus on Vitomancy gain limited ability to heal, as well as the ability to protect and restore.

Wellspring Training

You gain proficiency in the Medicine skill if you don’t already have it. You also gain the spells Spare the Dying and Healing Word, which are always prepared and count as Wizard spells for you. These do not count against your prepared spells. These spells are not in your spellbook, as they come from studies that cannot be written down.

Healing Word manifests as an Arcane stream of Wellspring water, connecting your body to the target’s before disappearing into mist.

Well of Life

You have learned to use the well of life that lives inside your body. As a bonus action, you can roll 1d6 + Con and regain that much health, with any excess becoming Temp HP. When you use this ability, you can also spend Hit Dice up to your remaining Hit Dice to increase the healing by 1d6 per hit die spent. You can use this feature a number of times equal to 1 + your proficiency bonus, regaining all uses on a Long Rest.

Sharing the Well

At 6th level, you understand how to infuse healing into your magic. When you cast a spell that targets a single creature, you can expend one use of Well of Life infuse that spell with healing magic. Roll for Healing Word as if it was cast at the same level as the spell you are casting. The target regains that much HP.

Empowered Healing

At 10th level, Whenever you roll to heal, you may roll for healing twice and take the higher result.

Lasting Vitality

Starting at 10th level, you gain resistance to poison damage, immunity to disease and the poisoned condition, and have advantage on death saving throws.

Anyone who is healed by you also gains the benefits of this ability, lasting for 1 hour.

Arcane Healer

Starting at 14th level, you can expend one use of Well of Life to cause one damage roll of a spell you cast to heal all targets instead of dealing damage, using the damage roll for points healed. The spell must be instantaneous, and any lingering damage will not heal. Additional effects from the spell still apply as normal.

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