Base Class: Wizard
As part of the School of Medicine, you aim to improve the quality of life in society. Through study of phisician practices and the applications of arcane energy on one's health, you are dedicated to tend the wary and fight disease.
Most practicioners of this school are respected doctors, while others consider themselves miracle workers. Regardless, your abilities will always be on demand, as long as injury and death are still a problem.
Medicine Spells
The following spells are considered both medicine spells and spells of the school group they already belong to, for the purposes of wizard features and other effects that refer to their school groups:
* : Spell from Xanathar's Guide to Everything.
Spell Level Spells Cantrip
1st
cure wounds, detect poison and disease, false life, goodberry, healing word, purify food and drink, sanctuary, sleep, tasha's hideous laughter
2nd
aid, calm emotions, enhance ability, gentle repose, lesser restoration, protection from poison
3rd
life transference*, mass healing word, protection from energy, revivify
4th
5th
6th
7th
8th
-
9th
Medicine Savant
Beginning when you select this school at 2nd level, when your Spellcasting feature lets you learn or replace a wizard cantrip or a wizard spell of 1st level or higher, you can choose the new spell from the medicine spells table or from the wizard spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a wizard spell for you.
Also, If you come across a medicine spell in written form, such as a magical spell scroll, you are able to understand it. The gold and time you must spend to copy a medicine spell into your spellbook is halved.
First Aid
Beginning at 2nd level, you are able to perform basic treatment to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals your wizard level.
As a bonus action, you can heal one creature you can see within 60 feet of you and spend a number of those dice equal to half your wizard level or less. Roll the dice you spend, add them together, and restore a number of hit points equal to the total. Also, the target heals 2 additional hit points per die spent.
Your pool regains all expended dice when you finish a long rest.
Do No Harm
Beginning at 6th level, when you cast any wizard medicine spell using a spell slot of 1st level or higher, you can choose one of the spell's targets to gain one of the following benefits:
- resistance to acid, cold, fire, lightning, poison or thunder damage (your choice).
- advantage on saving throws against the blinded, deafened, poisoned, paralyzed or stunned condition (your choice) .
- gain a number of temporary hit points equal to double the spell's level.
You can keep the effect on a number of creatures at a time equal to your Intelligence modifier (minimum of one). A target can be affected with one of these benefits at a time. This benefit lasts for 1 hour.
Exemplary Remedy
Starting at 10th level, you can prevent aflictions more efficiently. Whenever a creature gains a benefit from your Do No Harm feature, you can apply an additonal benefit to a second creature that is within 5 feet from you.
Also, you can use a healer's kit or administer a healing potion as a bonus action on yourself or on others.
Unadvised Transfusion
Starting at 14th level, you can increase the potency of your healing actions. When you restore hit points on other creatures in any way, you can heal the maximum hit points posible with that source. It also gains temporary hit points equal to double your inteligence modifyier (minimum four temporary hit points).
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 2d10 necrotic damage immediately after using this feature. Each time you use this feature again before finishing a long rest, the necrotic damage increases by 1d10. This damage ignores resistance and immunity.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
12/25/2018 2:44:15 AM
|
68
|
3
|
1.0
|
Coming Soon
|
-
View User Profile
-
Send Message
Posted Oct 8, 2019Is there a way to update the First Aid section so you can track how many of the dice you have used per long rest; similar to how the Celestial Warlock tracks Healing Light.
-
View User Profile
-
Send Message
Posted Jan 4, 2019You may try to build the Wizard at least at level 2 to have access to the spells, since the builder doesn't take into account the arcane tradition and the spells until level 2. I just tried and it worked for me!
-
View User Profile
-
Send Message
Posted Jan 2, 2019Great concept, currently does not work in the builder, none of the spells are available
-
View User Profile
-
Send Message
Posted Dec 25, 2018This is version 1.1
CHANGELOG:
I am still not completely sure on some of the medicine spell list choices, but now the class looks fairly decent on its current state.
As always, feedback would be appreciated.
If you like this subclass, leave a comment and tell me your thoughts! You can also check my other works:
Time Domain subclass for Clerics
Arcane Paragon subclass for Sorcerers