Wizard
Base Class: Wizard

You focus your study on manipulating magic in a way that turns the destructive power of arcane evocation into rejuvenating magic. For others, this gift manifests from faith, a pledge to a patron, or a deity’s behest. Many arcane colleges have unlocked these regenerative powers from tireless hours poring over holy texts and alchemical manuals. While most wizards find outlets as talented enchanters, military artillery, or ward-makers, the students of this school could apply their versatility to any employment in nearly every setting, even that of an adventurer.

Healing Spells

Beginning when you select this school at 2nd level, You learn the spare the dying cantrip. Additionally, the following spells are added to your spellbook when you gain levels in this class, but they can't benefit from the Spell Mastery feature. They count as wizard spells for you, but other wizards can’t copy these spells from your spellbook into their own spellbooks.

2nd - cure wounds. healing word
3rd - healing spirit, lesser restoration
5th - mass healing word, revivify
7th - aura of purity, death ward
9th - greater restoration, mass cure wounds

Applied Restoration

Starting at 2nd level, you can reverse the destructive force of your evocation spells, transforming their power into healing energy. When you cast an evocation spell with a spell slot of 1st level or higher that targets only one creature with an instantaneous duration and that doesn’t require concentration, the target creature takes no damage and instead regains a number of hit points equal to half of the total. If the spell allows you to target different single creatures like the magic missile or scorching ray spell, only one target can be healed. If you choose other targets, the spell functions for them as normal. If the spell requires you to make an attack roll or requires a creature to make a saving throw, the creature can choose to be hit or to fail the saving throw. The spell doesn’t impose any status conditions and ends after your turn. Any further effect, like Melf's acid arrow, is ignored.
Undead and constructs can't regain hit points in this way.

Enhanced Regeneration

Beginning at 6th level, when you cast a wizard spell that restores hit points, a living creature affected by the spell regains extra hit points equal to your Intelligence modifier (minimum of +1).

Blossom of Life

Starting at 10th level, you can focus the healing energies around certain pockets within the effects of your evocation spells. When you cast an evocation spell with a spell slot that affects creatures that you can see, you can choose a number of them equal to 1 + the spell’s level. The chosen creatures take no damage from the spell and suffer no other adverse effects, and instead regain hit points equal to half the damage the spell would have dealt. Undead and constructs can't regain hit points in this way.

Once you used this feature, you can't use it again until you finished a short or long rest.

Overheal

Starting at 14th level, you can increase the power of your simpler spells. When you cast a wizard spell of 5th level or lower that restores hit points, you can maximize the
healing power of that spell,

The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 1d12 necrotic damage for each level of the spell, immediately after the healing affect occurs. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This
damage ignores resistance and immunity.

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