Wizard
Base Class: Wizard

In the world of Aeril, the once-pious people of the Solvale Alliance chose to turn their backs on the gods altogether after a dangerous cult managed to infiltrate almost every major religion and nearly succeeded in releasing Asmodeus from his hellish prison. However, abandoning worship of the gods also meant that magical healing would be much more difficult to come by. In response to this unfilled niche, the arcane scholars of the land came together and began work on reverse-engineering the healing power of the gods. Thus, the School of Medicine was born.

Often called "white mages," these wizards' expertise in both magical and mundane healing has allowed them to excel as doctors in their communities and abroad. While some have chosen to establish a permanent practice, others prefer to travel from town to town, offering their services wherever they are needed. These white mages most often find themselves taking up the life of an adventurer, and their parties are lucky to have them.

Expanded Spell List

Starting at 2nd level, your study of the healing magic of old allows you to learn additional spells. The following cleric spells are added to the wizard spell list for you:

Spare the Dying
Cure Wounds
Detect Poison and Disease
Healing Word
Lesser Restoration
Protection from Poison
Mass Healing Word
Revivify
Greater Restoration
Mass Cure Wounds
Heal
Regenerate
Mass Heal

Studied Physician

At 2nd level, your rigorous medical studies have made you an expert in your field. You gain proficiency in the Medicine and Nature skills if you didn’t already have it, and you gain expertise in the Medicine skill (you add twice your proficiency bonus). Additionally, you can use your Intelligence modifier for all Medicine skill checks instead of your Wisdom modifier.

Arcane Healing

Also at 2nd level, your talent for magical wound closure allows you to spontaneously convert your unused arcane power into healing power. As an action, you can spend a number of spell slots up to a combined total of six to restore hit points to one creature within 30 feet of you that you can see. The target regains hit points equal to a number of d6s determined by adding together the expended spell slots. 1st-level slots are worth 1d6, 2nd-level slots are worth 2d6, and so on. You add your Intelligence modifier to the amount healed. This ability has no effect on undead or constructs.

Medical Examination

Starting at 6th level, you can use your keen eye for anatomy and physiology to determine an enemy’s weaknesses. As an action, you examine a creature within 60 feet of you that you can see. Until you finish a short or long rest, any attack roll made against that creature by you or any ally who can see or hear you scores a critical hit on a roll of 19 or 20.

If you spend at least one minute studying a creature in this manner, you gain the aforementioned benefit in addition to learning the following information about the creature: its damage vulnerabilities, resistances, and immunities (if any), its condition immunities (if any), and its number of hit dice.

Once you use this feature, you must finish a short or long rest before you can do so again.

Universal Healthcare

Beginning at 10th level, your ever-deepening mastery of healing magic allows you to tend to several wounds at once. Whenever you use Arcane healing to heal more than 1d6, you can divide the total number of d6s as you choose among any number of creatures that you can see within range.

Improved Medical Examination

At 14th level, your eye for anatomical weak points is unmatched. You and all allies who can see or hear you deal additional damage equal to your Intelligence modifier when hitting a subject of your Medical Examination with an attack roll.

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