Wizard
Base Class: Wizard

Healers emphasize bolstering and defending the living.  An unpopular school as it's often seen as subservient of the masses or enslaved to 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 healer, 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 traditional 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.

Apprentice Healer

Starting at 3rd 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 if you don't already have it.  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 your Intelligence modifier (minimum of 1) + your proficiency bonus 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 3rd 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 6 and level 10, and gain access to all temperaments when you reach level 14; you may also change your specialty(s) any time you take a new level in wizard.

Choleric Humor

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 Humor

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 Humor

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

Sanguine Humor

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

Journeyman 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.

Master 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 gain expertise in Medicine and can now end the incapacitated condition.

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.  

Comments

Posts Quoted:
Reply
Clear All Quotes