Wizard
Base Class: Wizard

Most Wizards who study life magic have an urge to save people and cure sicknesses. Other individuals may have more selfish reasons, cause an understanding of life magic can grant power rivaling immortality.   

Anatomical studies

At 2nd level as a result of your studies, whenever you make a Medicine check, you gain a bonus to the check equal to your Intelligence modifier (minimum of +1).

You gain proficiency in the medical skill if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses this proficiency.

Life Magic

After reaching 2nd level by combining your medical knowledge with your magical expertise you have learned how to heal with Magic. You learn the cure wounds and healing word spell. They are always prepared and do not count against your total prepared spells. You can cast either spell once without spending a spell slot. Once you cast a spell in this way, you can’t do so again until you finish a long rest.

Battle Medic

At 6th level as a bonus action you can teleport to an ally (even if the alley recently died) within 30 feet of you. After you have used this feature you can only cast spells or perform actions targeting the ally you have teleported next to. You can use this feature proficiency times a day. You recover all uses after a long rest.

 Additionally you learn the Revivify spell. The spell is always prepared and does not count against your total prepared spells.

Life Magic infusion

After reaching 10th level your body does no longer age or even reverts its age back to a youthful appearance. The life magic in your body grants you get resistance to necrotic and poison damage.

Additionally you learn the Greater restoration spell. The spell is always prepared and does not count against your total prepared spells.

Life magic aura

By 14th level your body is filled with life magic and exerts itself in a 30 feet aura. All friendly creatures in this area can spend one hit die as a bonus action to recover hit points. They heal additional hit points equal to your intelligence modifier (minimum of +1). When a friendly creature is downed within your aura it automatically stabilizes and does not need to make death saving throws. It also recovers after 1 minute.

Additionally all undead creatures within your aura have disadvantage on their attack rolls and take damage equal to your level when entering your aura and every time they start their turn within your aura.

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