Wizard
Base Class: Wizard

In places lacking clerics or other divine spellcasters, some wizard schools study and teach magic that can repair the minds and bodies of the injured. Wizards trained as part of these schools typically use their spells to heal, and many can be found opening clinics to tend to the sick and wounded in towns that would otherwise be without access to healing magics, while others assist adventurers with the same deficiency.

Restoration Savant

Beginning when you choose this tradition at 2nd level, you've studied divine spells, and can replicate some of their effects. The following spells are added to the wizard spell list and for you: cure wounds, death ward, greater restoration, heal, healing word, lesser restoration, mass cure wounds, mass heal, mass healing word, and regenerate. The cost and time to copy these spells to your spellbook is halved. These spells cannot be selected as part of the Spell Mastery feature. Additionally, you learn the spare the dying cantrip, which counts as a wizard spell for you and doesn't count against your cantrips known.

Healing Surge

Also at 2nd level, you know how to turn part of the energy you regain by studying your spellbook into healing for you and your allies. When you use your Arcane Recovery feature, you and up to six creatures of your choosing regain twice as many hit points from any hit dice spent during the short rest.

Restorative Touch

Starting at 6th level, you know how to use your magic to help a creature overcome what ails them. You can use your action to touch a creature and end one blinded, deafened, poisoned, or stunned condition affecting the creature. You can use this feature twice, and regain any expended uses when you finish a long rest.

Reactive Healer

When you reach 10th level, you know how to mend wounds almost as soon as they are gained. When a creature you can see within 30 feet takes damage, you can use your reaction to cast a spell that restores hit points on it, which must have a casting time of 1 action or bonus action and be of 5th-level or lower.

Overhealing

By 14th level, you can channel excess magical energy into your healing spells, improving their potency and allowing them to wreath your allies in protective energy. Whenever a creature regains hit points from a spell you cast, it also gains temporary hit points equal to three times the level of the spell.

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