Wizard
Base Class: Wizard

Although it is widely believed that healing magic belongs firmly in the realm of the divine, the School of Regeneration begs to differ. Through their understanding of healing as a transmutative process of moving flesh rather than a miraculous process, wizards of the School of Regeneration provide healing magic on par with many clerics in tandem with the traditional wizard tendency towards spell slinging.

Healing Savant

Wizards of the School of Regeneration learn that healing magic is not only for the divine. You can choose from an expanded list of spells when you add a spell to your spellbook. The following spells are added to the wizard spell list for you. When you cast an evocation spell from this list, it is considered to be from the transmutation school rather than the evocation school.

Healing Savant Spell List

Spell Level Spells
1st cure wounds, healing word
2nd lesser restoration, prayer of healing
3rd aura of vitality, revivify
4th aura of life, death ward
5th mass cure wounds, greater restoration

Potent Healing

Starting at 2nd level, your healing practices provide some flexibility. When you cast a spell from the Healing Savant Spell List, its range is increased by 10 ft. If the spell has a range of touch, its range becomes 10 ft. If the spell has a range of self, the radius of the area of effect is instead increased by 10 ft. 

Additionally, whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains 2 additional hit points.

Rapid Treatment

Starting at 6th level, when you cast a spell from the Healing Savant spell list on your turn, you can cast a cantrip as a bonus action. You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

Additionally, if you deal damage with a cantrip on the same turn in which you've cast a spell from the Healing Savant spell list, you add your Intelligence modifier to the damage roll. 

Express Healing

Beginning at 10th level, when you cast a healing spell 1st level or higher that targets only one creature other than yourself, you can have it target a second creature.

Overheal

Starting at 14th level, you can increase the power of your healing spells at the expense of your own wellbeing. When you cast a wizard spell of 1st through 5th level that restores hit points, you can heal the maximum amount with 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 2d8 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d8. This damage ignores resistance and immunity.

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