Base Class: Wizard
Clerics rely on faith to heal the wounded, but healers know that you don't always need a miracle to help those in need. As a healer, you favor magic intended to heal the injured and sick.
Healing Savant
Beginning when you select this school at 2nd level, when your Spellcasting feature lets you add a wizard cantrip or a wizard spell of 1st level or higher to your spellbook, you can choose the new spell from the following list:
| Spell Level | Spells |
|---|---|
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Cantrip |
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1st |
cure wounds, detect poison and disease, healing word, purify food and drink |
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2nd |
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3rd |
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4th |
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5th |
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6th |
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7th |
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8th |
- |
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9th |
You must otherwise obey all the restrictions for selecting the spell, and it becomes a wizard spell for you. The gold and time you must spend to copy these spells into your spellbook is halved. You also gain proficiency in the Medicine skill if you do not already have it.
Do No Harm
Beginning at 2nd level, you can heal better when you aren't hurting others. For every round that you do not make an attack or cast a damaging spell, spells you cast that restore hit points restore an additional hit point, up to a maximum equal to your intelligence modifier. When you make an attack, cast a damaging spell, or cast a spell that restores hit points, the number of additional hit points restored resets to 0.
Arcane Inoculation
Starting at 6th level, you can inoculate allies against certain damage types. When you use a spell of 1st level or higher to restore hit points to a creature other than yourself, you can also give that creature resistance to acid, cold, fire, lightning, poison or thunder damage (your choice) for one minute. You must choose to use this feature before rolling for healing. That creature then takes 1 damage of that type. This damage ignores resistance and immunity.
You can use this feature a number of times equal to your intelligence modifier (minimum of 1). You regain all expended uses of it when you complete a short or long rest.
Physician's Fury
Beginning at 10th level, when a creature you can see does damage to a creature other than yourself that you have restored hit points to in the last minute with a wizard spell of 1st level or higher, you can use your reaction to cast a spell at the creature who harmed the creature you healed. If the spell does damage, you can add your current bonus from your Do No Harm feature to the damage.
Emergency Aid
Starting at 14th level, your medical knowledge is unparalleled. you can ignore the material components for any spell that returns a dead creature to life. After you use this feature, you gain 1 level of exhaustion and cannot cast any spells of 1st level or higher until you complete a long rest. Additionally, your proficiency bonus is doubled for any ability check you make that uses medicine.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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8/30/2019 5:31:46 AM
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5
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0
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1.0
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Coming Soon
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8/30/2019 7:47:32 PM
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40
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0
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1.1
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Coming Soon
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