Wizard
Base Class: Wizard

Your knowledge of magic is rooted in, and enhanced by, an encyclopedic knowledge of humanoid physiology. Your magic exists to heal others. However, the healing you offer doesn't come from divine intervention. Instead, your vast knowledge of sound medical practices allows you to alter, enhance, redirect, or engage the body's natural responses to stimuli in order to produce the effect that you want.

Level 3: Medical Practitioner

You gain the ability to infuse other people with your magic to heal them, enhancing the body's natural healing processes. As an action, you can expend one Wizard spell slot of 1st level or higher and touch one willing creature to restore hit points equal to 1d6 + your Intelligence modifier. If you expend a spell slot higher than 1st level, then you roll an additional 1d6 for each spell slot above 1st.

Level 3: Battle Medic

As part of your training in the field of combat healing, you have also learned to incorporate the process of casting simple spells into the incantation for your healing magics. If you use your action to perform an action that restores hit points to another creature, you can cast a Wizard cantrip with a casting time of 1 action as a bonus action during that turn.

Level 6: Remove Stitches

As part of your understanding of the intricacies of healing magic, you have also learned to undo healing magic cast by other mages. If a creature you can see within 30 feet of you restores hit points you can, as a reaction, attempt to undo it. That creature must make a Constitution saving throw against your Spell Save DC. On a failed save, that creature takes Necrotic damage equal to the amount of healing they received.  On a successful save, they take half that much damage. You can use this feature a number of times equal to your Intelligence modifier and regain all expended uses upon taking a long rest.

Level 10: Bolster Immune System

If you restore a creature's hit points on your turn, you can choose to apply temporary hit points equal to your Wisdom (Medicine) modifier to either yourself or the healed target as part of the same action.

Additionally, you can now utilize your Medical Practitioner feature at a range of up to 30 feet. However, if you are touching the target, the die that you use to calculate the hit points restored becomes 1d10.

Level 14: Perform Surgery

You have learned to perform complex surgeries to restore your companions to health. During your downtime, you can spend two hours performing surgery on an injured ally. If you do so, choose one of the following effects:

  • Restore all of the target's hit points.
  • Remove all conditions affecting the target that are not caused by a curse (this includes Exhaustion).
  • Remove all diseases affecting the target.

Level 14: Overdose

Your mastery of humanoid physiology has also rendered you extraordinarily adept at tearing it asunder. The damage dealt by your "Remove Stitches" feature is now no longer affected by Resistance or Immunity. Additionally, if a target fails the saving throw for your "Remove Stitches" feature, that target becomes Poisoned until their hit points are restored again.

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