Base Class: Wizard
The School of Healing focuses on magic that restores the caster as well as those they ally with. Most wizards study the arcane for their own purposes, but the few who study healing feel a deep connection to those around them, with an interest in helping creatures recover from harm. Your studies have allowed you to find arcane ways to cast spells that are normally associated only with wielders of divine magic.
Healing Savant
Beginning when you select this school at 2nd level, the gold and time you must spend to copy any spell that restores hit points into your spellbook is halved.
Empowered Healing
Beginning at 2nd level when you choose this school, your studies have unlocked ways to heighten the power of your healing spells. When a spell you cast restores hit points to a creature, you can add your proficiency bonus to the amount of hit points restored. You gain proficiency in (Wisdom) Medicine checks, if you don't already have it. Additionally, you have advantage on (Wisdom) Medicine checks to stabilize a creature making death saving throws.
Expanded Spellbook
Your studies of healing have revealed ancient texts that allow you to arcanely cast spells normally only associated with the divine. When you reach certain levels in this class, you add spells to your spellbook in addition to any other spells, as detailed by the table below.
| class level | SPELL |
|---|---|
| 2nd | Cure Wounds, Healing Word |
| 3rd | Lesser Restoration |
| 5th | Mass Healing Word, Revivify |
| 9th | Greater Restoration, Mass Cure Wounds |
| 11th | Heal |
| 13th | Regenerate |
| 17th | Mass Heal |
Efficient Healing
Starting at 6th level, your studies of healing have shown you shortcuts on how to cast healing spells more efficiently. On a turn you use your action to cast a spell that restores hit points to a creature, you can use your bonus action to cast a cantrip. The cantrip must have a casting time of one action. Also, if you use your bonus action to cast a spell that restores hit points to a creature, you can use your action to cast another leveled spell. The spell must have a casting time of one action, and be cast at 2nd level or lower.
Preventative Healing
Starting at level 10, you have discovered ways to combine your healing spells with the workings of abjuration spells. You can spend 10 minutes to prepare a ritual to place a preventative ward on a number of willing creatures of your choice, up to your proficiency bonus. Choose one spell that restores hit points from your spellbook at a level you can cast. As a reaction at any time before your next long rest, choose one creature you can see that was part of this ritual. That creature gains the benefits of the spell you chose and cannot benefit from this ritual until you perform it again. You can only perform this ritual once per long rest.
Whole-Body Approach
Starting at level 14, you gain a wholistic understanding of how the magic of your spells heals a creature and can use that to your advantage. When you cast a spell that restores hit points or when a creature benefits from your preventative healing ritual, that creature gains the maximum healing from the spell. You can use this feature a number of times equal to your Intelligence modifier plus your proficiency bonus and regain all uses on a long rest.
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