Base Class: Wizard
The School of Vitomancy explores the bridge that connects the cosmic forces of life, death, and undeath to medicine, academics, and alchemy. You are a firm believer that healing others is not just the domain of the Gods and Nature and that it is your duty as a mortal to find ways to heal others without the intervention of such unreliable forces. There is always something more to learn about every living thing, as you progress your ability to understand illness, poisons, and injuries will allow you to treat wounds and cure ailments more confidently than any other.
An evolution of the School of Necromancy, the School of Vitomancy applies the studies of their maligned brethren to the greater good of society. Vitomancers are fully capable of performing the works of their sister school but are more cautious in exploring the darker arts. Some Vitomancers take various oaths as part of their practice such as "Do no Harm" or "Alleviate all suffering". Many Vitomancers have taken to calling themselves by a particular title, one that resonates among those who study medicine. You ask that others please call you "Doctor".
Vitomancy Savant
Beginning when you select this school at 2nd level, the gold and time you must spend to copy a necromancy spell into your spellbook is halved.
You also gain access to a number of spells that a Wizard would not normally possess:
Aid, Cure Wounds, Greater Restoration, Heal, Healing Word, Lesser Restoration, Mass Cure Wounds, Mass Heal, Mass Healing Word, Raise Dead, Regenerate, Revivify, Spare the Dying, True Resurrection
Spot Diagnosis
Beginning at 2nd Level you can use your bonus action to observe the condition of a target medically. Choose one humanoid creature you can see within 10 feet of you. Roll a Medicine Skill Check (DC 10 or otherwise decided by the DM). On a success, you may choose one of the following benefits:
- You gain advantage on Medicine Checks to treat any Injuries, Poisons, or Diseases afflicting the target creature for the next minute.
- You gain your intelligence modifier on physical attack damage rolls against the target creature until the end of your next turn.
- You may add an additional die to any healing spell you cast on the target creature until the end of your next turn.
Using this ability does not consume a Healer's Kit charge.
You gain a bonus on your Medicine Skill Checks equal to your Intelligence Modifier.
Paramedic
At 6th level, you add the revivify spell to your spellbook if it is not there already. If you expend a use of your Healer's Kit your required material components for revivify need only be worth 150 gp When you cast revivify, the target creature gains additional benefits:
- The creature returns to life with 1 full hit die of hit points.
- Healing spells cast on the creature restore additional hit points equal to your spellcasting modifier for 1 minute after casting revivify.
Empowered Healing
Beginning at 10th level, you can add your Intelligence modifier to one casting of any Healing spell..
Operating Room
Starting at 14th level, once per day, as an action, your movement becomes zero as your attention moves to preparing a magical medical space for you and your allies. You designate a 30-foot area around yourself that becomes stationary after creation. For the next 10 minutes, abilities and effects that involve the use of a medicine check affect all creatures within that area. (so Spot Diagnosis, for example)
As a reaction when a creature within the area takes damage in the designated area you may halve the damage and disperse the rest as necrotic damage or healing to any creature, including yourself, within the area. You may distribute damage this way a number of times per day equal to your intelligence modifier.
You may expend a 5th level spell slot or higher to use this ability again.
Previous Versions
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8/27/2022 6:48:13 PM
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