Base Class: Wizard
Healing isn't always a matter of faith, sometimes people can lean the arts of bodily repair and mending. People don't always have a church nearby or maybe they don't want a religion that they don't believe in doing things you can do yourself. If you want to get to know the the way a body works and how to put it back together while knowing all there is to know of how everything works.
Wizards of Medicine are precise and knowledgeable in the ways of the body and how to repair it. Some of the best can even magical seal a allies soul to prevent it moving over to the other side and return them to life.
Not god needed, just some dedication, strong stomach and sometimes a hover parent with high expectations.
Medical Training
At 2nd Level: When you cast a 1st lvl or higher Necromancy spell, you can add your lvl number to the number healed.
You Gain proficiency in Medicine if you don't already have it.
Medical Savant
Beginning when you select this school at 2nd level, the gold and time you must spend to copy a necromancy spell into your spellbook is halved.
You Gain Proficiency in alchemist supplies.
Triage
At 6th Lvl: You gain 3 Medicine Points, These can be used to;
Raise the lvl of a healing spell using the original spell point. Cost 2 points
Gain advantage on a medicine check. Cost 1
heal yourself 1d10 per point.
The time it takes and cost of healing potions made by you are halved.
Anatomical Skill and Precision
At 10th lvl: Medicine Points Upgrade;
Increase your points to 6
When you cast a healing spell above lvl 1, You may half the number you roll (Rounded Down) and heal another ally within 30ft of the first target. Costs 2
When you cast a healing spell above lvl 1, You may half the number you roll (Rounded Down) and you heal ally for full and damage closest enemy to them by half healed. Costs 3
Relapse
Once per long rest, when an enemy cast a healing spell, heals with a potion or any other form of healing, you may use your reaction to create a 30 ft radius sphere zone that turns all healing into necrotic damage received inside, centred on the enemy. This is a concentration effect that ends any existing concentration spell or effect.
This lasts for a minute.
Alternatively you may use a reaction to cast the zone on yourself.
Increase your medicine points to 9.
Previous Versions
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