Base Class: Wizard
Wizards of this subclass. Specialize in healing and protecting their teammates.
Extra spells
Beginning when you select this school at 2nd level, you add additional spells to your spell list.
Healing savant
Beginning at 2nd level, you can learn new stuff about healing practices and making healing potions. You gain proficiency with herbalisim supplies and Medicine. In addition when you use a medicine kit to stabilize a dying creature at 0 hit points they gain 1 hit point.
Super Healing
Starting at 6th level, your Healing spells heal the most possible hit points. For the dice roll. In addition you may use a bonus action to heal a creature. They gain hit points equal to your spellcasting ability modifier.
EXTRA Healing
Beginning at 10th level, you can add your Intelligence modifier to one healing roll of any wizard spell you cast.
Siphon life
Starting at 14th level, you can spend any amount of your health and target a creature within 120 feet of you. They gain Hit points equal to the amount you spent plus your spell casting modifier Plus a number of d6's equal to your spellcasting modifier.
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