Base Class: Wizard
The house of the menders is a house of highly trained physicians. They spend years of study in the fields of medicine and magic. Those who go down this path often learn of healing spells and much more.
Medicine Man
Beginning when you select this school at 2nd level, you gain double proficiency in medicine. You add your proficiency bonus to all spells that heal hit points. When using a healer's kit, you may restore 1 hit point to a creature. When using an herbalist's kit, you may cure one nonmagical disease affecting a creature.
Abjurer
Beginning at 2nd level, you can use your magic to defend your allies. When you cast the spell healing arcane, you can expend a 1st level spell slot to give the target 3 temporary hit points that is lost after 24 hours. For each level above first, you grant an additional 1 temporary hit point.
Combat Medic
Starting at 6th level, if you use your action to attack, you may use your bonus action to cast healing arcane twice on the same or separate targets. Also starting at 6th level, healing arcane now has a range of 40 feet, you can target any creature within this new range. When using your bonus action to cast the spell twice, you use this new range.
Greater Healing
Beginning at 10th level, when you cast healing arcane, you can heal 1d10 hit points and target up to 3 creatures.
Adept Healer
Starting at 14th level, when you cast any healing spell from levels 1 through 5, you can maximize the restored hit points (if dice determine the outcome) or double the outcome (if the number is fixed). You can only do this once per long rest.
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