Wizard
Base Class: Wizard

Healers emphasizes bolstering and defending the living.  An unpopular school as it's often seen subservient of the masses and enslaved of the elite, wizards who embrace this school often take upon themselves almost paladin-like oaths to not harm others and to cure any and all possible.  Taking the names of doctor, medic, sawbones, and the like, these wizards often embrace defense as well as healing; but be reminded, these are full wizards with all the powers and capabilities of the mages intact.  These wizards have access to the healing spells of the clerics and paladins, but do not lose any of their adaptable power from the regular wizard spell lists.

Magical Triage

Starting at 2nd level, your training in medicine and magic have given you the knowledge needed to scramble quick remedies without relying on the limited, formal healing practices known to others: you gain proficiency in Medicine.  The gold and time you must spend to copy a healing spell into your spellbook is halved as well, in respect to your trade.  Your spell list is extended to include access to most healing spells.

Additionally, you gain a number of d6s equal to your wizard level that you can use to expend arcane energy on the fly to heal; as a Bonus Action, you can touch a creature and expend a number of d6s to heal a number of hit points to that creature.  You may reroll a 1 on any die once, but must take the second number even if it is another 1.  All spent d6s recharge on a long rest.

 

Four Temperaments

At 2nd level, you choose a specialty with your medical studies and practice employing it with your medical magic.  You may choose an additional specialty when you reach level 8 and level 14, and gain access to all temperaments when you reach level 20; you may also change your specialty(s) any time you take a new level in wizard.

Choleric

Your expertise in the magical temperaments of the sanguine have given you an extreme understanding of different conditions affecting different creatures; you can do this a number of times equal to half your wizard level (minimum of once) before taking a long rest.

As an Action, you can touch a creature and cure/end the paralyzed or stunned condition.  You also have gained resistance to necrotic damage.

Melancholic

Your expertise in the magical temperaments of the sanguine have given you an extreme understanding of different conditions affecting different creatures; you can do this a number of times equal to half your wizard level (minimum of once) before taking a long rest.

As an Action, you can touch a creature and cure/end the charmed or frightened condition.  You also have gained resistance to psychic damage.

Phlegmatic

Your expertise in the magical temperaments of the sanguine have given you an extreme understanding of different conditions affecting different creatures; you can do this a number of times equal to half your wizard level (minimum of once) before taking a long rest.

As an Action, you can touch a creature and cure the blinded or deafened condition.  You also have gained resistance to radiant damage.

Sanguine

Your expertise in the magical temperaments of the sanguine have given you an extreme understanding of different conditions affecting different creatures; you can do this a number of times equal to half your wizard level (minimum of once) before taking a long rest.

As an Action, you can touch a creature and cure/end a disease(d) or poisoned condition.  You also have gained resistance to poison damage.

Talented Healer

Starting at 6th level, your healing magic improves each and every time you use it.  Any time you cast a Healing spell, you may select an additional creature up to your Intelligence modifier.  You must be able to see each creature, and these creatures must be within 30 feet of you.

Temperamental Healer

Beginning at 10th level, your healing magic has benefited from your continued study and practice.  Your powers within the Four Temperaments have broadened and intensified: you can now end the incapacitated condition and can end conditions from your specialties up to a range of 30 feet within you.  You must be able to see or hear within the last round to use the ranged option.

In addition, when you end a status condition on a creature through the use of one of the four temperaments you can also heal that creature 10d6 hit points (any points over the creature's maximum hit points are granted as temporary hit points that will last one hour).

Arcane Inoculation

At 14th level, your understanding has improved to the point of preparing for all kinds of contingences.  You can expend a charge of your Four Temperaments to grant resistance to the damages and conditions affected by your chosen temperaments (i.e. Choleric -> resist necrotic damage, paralyzed & stunned conditions).  This inoculation lasts for 24 hours.  

Previous Versions

Name Date Modified Views Adds Version Actions
4/7/2025 4:18:40 AM
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