Base Class: Wizard
This school of Necromancy Variant is for those who wish to learn to heal and preserve life. You turn much of the traditional necromancer class on it's head in order to preserve life, rather than manipulate or simulate it. You may even learn to pull people back from the darkness.
Medical Study
You gain proficiency in medicine, and either the Herbalist kit or the alchemist kit
You also can learn any spell that restores hit-points to others (you do not gain access to the spell via this ability if it only restores hit points to your self or only gives temporary hit points).
You may also learn lesser and greater restoration.
You must have spell slots for the spells you wish to learn, and you must follow the normal rules for transcribing them into your book. Once they are in your book, the count as wizard spells for you and Intelligence is your spell casting bonus for them.
Choose a Tool
Choose Alchemist Kit or Herbalist Kit
Healing Reserve
At 2nd level, you gain the ability to build a reserve of healing energy. Any time you heal another being, subtract what you actually healed the individual from the maximum for that spell at that level, the difference is placed into a pool of hit-points you can use to heal any being you touch. The pool re-sets at the start of a long rest. Using this pool requires touch, cannot be used on yourself, and counts as a bonus action
Combat Medic
At 6th level, you have learned to make your healing spells more effective in combat. Any time you use a spell to restore hit points to ONE creature, you may layer on one of the following additional effects
- Advantage on all attacks until the end of it's next turn
- an extra 20 feet of movement for the next minute
- removal of status conditions such as poison, blindness, paralysis, sleep, or deafness
- add your intelligence modifier to their AC until the end of their next turn
- advantage on dexterity, strength, and constitution saving throws for the next minute
Full Potency
Beginning at 10th level, you have learned how to best harness your ingredients and process them into a superior potions... even if it isn't a potion of superior healing. All of your healing potions, if taken within the first day of being made will restore maximum hit points. After that, they work as normal. You have also experimented enough on yourself to give yourself a resistance to poison damage.
Restore Undead
Starting at 14th level, you can use magic to bring undead a bit closer to the living world. Your healing spells will restore hit points to all undead. If you restore hit points to the Undead, they must make a wisdom saving throw against your spell save DC. If they fail, they are charmed by you and will protect you until they are destroyed or you or your party do damage to them. On a successful saving throw they have disadvantage against hitting you
Whether or not they succeed their saving throw, they will gain the following effects
- they will loose all resistances and immunities
- they will FEAR the next being that attacks them, and attempt to flee from them
-
View User Profile
-
Send Message
Posted Sep 10, 2022My dm really likes this one