Base Class: Wizard
Those who wish to aid those who are sick and suffering come in many forms, but those who are unable to leverage a connection with the divine or nature study their magical craft and hone it, becoming adept healers in spite of their lack of spiritual connection. Through study of medicine, magic, and alchemy wizards of the school of medicine are able to reconstruct common healing magics and are capable of more potent use of common healing items.
Physiology Expert
Starting at 2nd level, you gain proficiency in Medicine. In addition you are able use a Healer’s Kit to as a bonus action.
Medical Knowledge
Also starting at level 2, you gain access to additional spells related to medicine and illness as you gain wizard levels, these spells are considered Wizard spells for you:
Expanded Spell List
Spell Level -- Spells
1st -- Cure Wounds, Purify Food and Drink
2nd -- Lesser Restoration, Gentle Repose
3rd -- Revivify
4th -- Death Ward
5th -- Greater Restoration
Arcane Triage
Starting at 2nd level when you select this school, you can perform emergency medical treatment on a creature. Whenever you restore hit points to a stable creature you can touch -- including the use of items such as a healer’s kit or healing potion -- that creature can spend a number of hit dice up to your Intelligence modifier. A creature who has received this benefit cannot receive it again until the end of a long rest.
Potent Treatment
Starting at 6th level, whenever you restore hit points to a creature -- including the use of items such as a healer’s kit or healing potion -- the creature regains additional hit points equal to your Intelligence modifier.
In addition, whenever you make a Medicine skill check, you may use your Intelligence modifier instead of your Wisdom modifier.
Bedside Manner
Starting at 10th level, your medical knowledge allows you and your allies more restorative rest. If you or any creatures within your vision regain hit points by spending hit dice they can replace any die result with your Intelligence modifier.
In addition, other creatures who expend hit dice within sight of you can reduce their exhaustion level by 1.
Preventative Medicine
Starting at 14th level, your healing becomes more efficient, causing any hit points you restore above a creature’s maximum to be gained as temporary hit points by the creature for up to 1 hour. While the creature has these temporary hit points they are immune to being poisoned and afflicted with diseases.
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