If all you want is "some healing", take the Healer and Inspiring Leader (CHA based) feats. They're once per short rest, but they're quite nice and scale with level. You could also play an Aasimar, they're Healing Touch is once per long rest and scales with level, but it's also not an Intelligence based race.
As for healing spells, you may as well play a Circle of the Land Druid if you want access to ritual casting, control spells, AND healing spells. Protector Aasimar does give +1 WIS and +2 CHA which makes all of the above options viable for additional healing.
If you want arcane magic and healing and your campaign starts on or after the 10th, you can play with the Divine Soul subclass. It's charisma based, so all of the above options are viable. And it gives you access to almost all the same arcane spells plus some of the very sweet cleric spells like Spiritual Weapon.
Edit, just saw no feats allowed. Well then. An Aasimar Divine Soul or Druid are your best bets.
Since you are starting at 14th level you should become a transmuter wizard. At sixth level they get the ability to create a transmuter's stone that can confer a number of different abilities to the one holding it. But at fourteenth level they can use an action to expend all of the magic at once for one of a selection of effects. One called pancea heals a target of all curses, diseases and poisons. And also it regains all of its hit points. Another option is Restore Life which allows you to cast the raise dead spell without having the spell in your spellbook or expanding a spell slot.
Exploit false life to use life transference to heal others... or cast life transference on yourself to heal. Between those two spells you should be ok as long as you focus on evading most damage by being evasive (sheild, absorb elements, misty step and the like)
Life Transference mentions "mend another creature’s injuries". It should probably double down and also phrase it as "one creature of your choice other than you" later on, but it already mentions it once.
I don't think the intention is that you sacrifice some of your health to get it back doubled, either, so I don't know many DMs that would allow it to be used in this way. Especially DMs as strict-sounding as the first post suggests. :p
Yup I was hasty with the life transference for self healing.
I guess he'd be stuck with vampiric touch on the familiar which is way less reliable... especially if the DM is likely to target the familiar, take an owl familiar to reduce the chance of that.
Also at 14th level you might be able to exploit glyph of warding to cast it so it doesn't eat concentration. By RAW that works but I suspect the DM might disallow it, or be really picky about the wording of find familiar and make all the healing go to the familiar even if you cast it.
The only healing spells of a sort are Vampiric Touch (to damage and others and heal yourself), Enervation also damages others to heal yourself, the Grim Harvest feature for necromancer wizards is another way to damage others to heal yourself, Life Transference to damage yourself and heal others, Soul Cage to snatch a soul and use it to heal yourself, and Feign Death to temporarily stop the effects of poison or disease. Gentle Repose lets you perserve a corpse until it could be resurrected. Transmutation wizards have the 14th level feature, Master Transmuter, which lets them use their transmuter stone to cure all diseases/remove poisons and restore all hit points, or cast raise the dead, or restore youth (though it doesn’t extend a target’s lifespan). False Life and Shapechange, while not healing spells per se, both give you temporary hit points, and Polymorph/True Polymorph does that for other creatures, or also for yourself. Abjuration wizards have Arcane Ward, which effectively gives them temporary hit points. Negative Energy Flood lets you give undead temporary hit points. Clone can give you the potetential for immortality without having to become a lich. Of course, Wish could do (almost) anything, but your DM does not allow it.
A druid of the land has many features of the wizard while having access to healing magic, some damaging spells, and many controlling spells. I think that if a Bard doesn't catch your interest for an arcane healer, you may find the druid an acceptable divine replacement.
I agree with WolfOfTheBees that a druid can be a very good wizard type character if done correctly just look at Radagast the brown from Tolkien. You also could do minionmancy really strongly with either a land or shepherd.
Really if you played the character like a wizard they could be indistinguishable like a mountain land druid could be casting lightning bolts and if your DM was up to letting your mountain be a volcano swap off a couple of the earth themed spells for fire based ones and boom you've got a wizard more or less.
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With the restrictions placed by the campaign, it's not really possible, but here are some suggestions about what you could do:
I'd guess that the Sorcerer option from the upcoming Xanathar's Guide to Everything (XGtE) is probably closest?
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Yeah, the only way for a wizard to get access to healing spells without multiclassing or taking a feat is to use the Unearthed Arcana Theurge.
Well, okay, there's always Medicine and a healer's kit. . .
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If all you want is "some healing", take the Healer and Inspiring Leader (CHA based) feats. They're once per short rest, but they're quite nice and scale with level.You could also play an Aasimar, they're Healing Touch is once per long rest and scales with level, but it's also not an Intelligence based race.As for healing spells, you may as well play a Circle of the Land Druid if you want access to ritual casting, control spells, AND healing spells. Protector Aasimar does give +1 WIS and +2 CHA which makes all of the above options viable for additional healing.
If you want arcane magic and healing and your campaign starts on or after the 10th, you can play with the Divine Soul subclass. It's charisma based, so all of the above options are viable. And it gives you access to almost all the same arcane spells plus some of the very sweet cleric spells like Spiritual Weapon.
Edit, just saw no feats allowed. Well then. An Aasimar Divine Soul or Druid are your best bets.
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Since you are starting at 14th level you should become a transmuter wizard. At sixth level they get the ability to create a transmuter's stone that can confer a number of different abilities to the one holding it. But at fourteenth level they can use an action to expend all of the magic at once for one of a selection of effects. One called pancea heals a target of all curses, diseases and poisons. And also it regains all of its hit points. Another option is Restore Life which allows you to cast the raise dead spell without having the spell in your spellbook or expanding a spell slot.
Use Life Transference from Xanathar's Guide to everything.
Exploit false life to use life transference to heal others... or cast life transference on yourself to heal. Between those two spells you should be ok as long as you focus on evading most damage by being evasive (sheild, absorb elements, misty step and the like)
Life Transference mentions "mend another creature’s injuries". It should probably double down and also phrase it as "one creature of your choice other than you" later on, but it already mentions it once.
I don't think the intention is that you sacrifice some of your health to get it back doubled, either, so I don't know many DMs that would allow it to be used in this way. Especially DMs as strict-sounding as the first post suggests. :p
Level 14 Transmuter is pretty decent at healing. Go Hermit and get the Herbalist kit and make potions of healing, and you're good to go.
Yup I was hasty with the life transference for self healing.
I guess he'd be stuck with vampiric touch on the familiar which is way less reliable... especially if the DM is likely to target the familiar, take an owl familiar to reduce the chance of that.
Also at 14th level you might be able to exploit glyph of warding to cast it so it doesn't eat concentration. By RAW that works but I suspect the DM might disallow it, or be really picky about the wording of find familiar and make all the healing go to the familiar even if you cast it.
The only healing spells of a sort are Vampiric Touch (to damage and others and heal yourself), Enervation also damages others to heal yourself, the Grim Harvest feature for necromancer wizards is another way to damage others to heal yourself, Life Transference to damage yourself and heal others, Soul Cage to snatch a soul and use it to heal yourself, and Feign Death to temporarily stop the effects of poison or disease. Gentle Repose lets you perserve a corpse until it could be resurrected. Transmutation wizards have the 14th level feature, Master Transmuter, which lets them use their transmuter stone to cure all diseases/remove poisons and restore all hit points, or cast raise the dead, or restore youth (though it doesn’t extend a target’s lifespan). False Life and Shapechange, while not healing spells per se, both give you temporary hit points, and Polymorph/True Polymorph does that for other creatures, or also for yourself. Abjuration wizards have Arcane Ward, which effectively gives them temporary hit points. Negative Energy Flood lets you give undead temporary hit points. Clone can give you the potetential for immortality without having to become a lich. Of course, Wish could do (almost) anything, but your DM does not allow it.
Like everyone has said, there is no real way to play a 14th level Wizard and gain access to healing beyond using Life Transference and Vampiric Touch.
You could multi-class. One level of cleric will gain you access to both Cure Wounds and Healing Word both of which can be cast using higher level spell slots. A level of cleric would also allow you to attune to a Staff of Healing, a Necklace of Prayer Beads or a Rod of Resurrection.
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A druid of the land has many features of the wizard while having access to healing magic, some damaging spells, and many controlling spells. I think that if a Bard doesn't catch your interest for an arcane healer, you may find the druid an acceptable divine replacement.
I agree with WolfOfTheBees that a druid can be a very good wizard type character if done correctly just look at Radagast the brown from Tolkien. You also could do minionmancy really strongly with either a land or shepherd.
Arguably Blasting could be as strong as a wizard with spells like call lightning, erupting earth and blight.
Really if you played the character like a wizard they could be indistinguishable like a mountain land druid could be casting lightning bolts and if your DM was up to letting your mountain be a volcano swap off a couple of the earth themed spells for fire based ones and boom you've got a wizard more or less.