Wizard
Base Class: Wizard

Wizard Arcane Tradition: School of Medicine

You can be a doctor! You focus your study on the magical medical arts, even if it means that you reserve spell slots to heal your friends rather than use them to attack the enemy. Those who follow this tradition (i.e.: go to medical school) study the body, how it works, and how to fix it when it goes wrong. And you learn that the boundary between alive and dead is less of a thin line, and more of a broad field.

This subclass was created in a homebrew campaign in which there were no clerics or gods. However, the subclass should be balanced enough to be used in any campaign.

 

Medical School

Starting at 2nd level, the following spells are available to doctors. It only costs half as much gold and time to copy any of these spells into your spellbook.

Medical Magic List

Spell name

Spell Level

Aid

2

Calm Emotions

2

Cure Wounds

1

Detect Poison and Disease

1

Gentle Repose

2

Greater Restoration

5

Heal

6

Healing Word

1

Lesser Restoration

2

Mass Cure Wounds

5

Mass Heal

9

Mass Healing Word

3

Protection from Poison

2

Purify Food and Drink

1

Raise Dead

5

Regenerate

7

Remove Curse

3

Resurrection

7

Revivify

3

Spare the Dying

0

True Resurrection

9

 

 

Anatomical Knowledge

Starting at 2nd level, you gain proficiency with the Medicine skill. If you already have proficiency with Medicine, you choose another skill that you are not already proficient in. At 4th level, you gain expertise in Medicine. Plus, your knowledge of anatomy and physiology allows you to be more effective with your medical magic. You may add your proficiency bonus to your spell attack modifier when calculating the number of hit points restored with your medical magic.

 

Aura of Life

Starting at 6th level, wisps of arcane healing energy will swirl around you when you cast medical magic. Every time you cast a spell of 1st level or higher that restores hit points to a creature other than you, you also regain hit points of 1d4-1 + the spell’s level.

 

Medic Under Fire

Beginning at 10th level, you become more resilient against attempts to Counterspell your medical magic. No matter the level of the healing spell or the level of the Counterspell, the mage casting Counterspell will always have to roll with disadvantage against the DC of 10 + the healing spell’s level to successfully counterspell.

 

Arcane Surgery

Starting at 14th level, when you would normally roll dice to determine the number of hit points you restore, you can instead restore the maximum number of hit points. For example, instead of restoring 2d8 hit points to a creature, you restore 16. However, doing this will risk causing damage to the creature if you don’t get it just right. Roll a d20 and add your spell attack bonus versus a DC of 6 + the level of the spell. If you succeed, you restore maximum hit points. If you fail, you cause 1d12 necrotic damage to the creature you’re trying to heal, and you forfeit your Aura of Life benefit for this spell. You must state to the DM that you are attempting Arcane Surgery before rolling the d20. If the creature you’re trying to heal is at 0 hit points, a failed roll will count as a failed death save for the creature. For each successive Arcane Surgery before completing a long rest, you will add 1 to the DC. For example, if this is your 3rd attempt at Arcane Surgery before a long rest, the DC is now 8 + the level of the spell.

A failed roll still expends a spell slot.

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