Base Class: Wizard
Thru careful study and manipulation of the weave,and the blessing of Mystara,members of this school unlock the healing powers most commonly associated with clerics. Members of this school learn many tricks to save lives,directly or indirectly,from using magic to regrow limbs,to making healing potions and bandaging scrapes.
Healing Savant
Beginning when you select this school at 2nd level, you gain the ability to copy cleric spells into your spellbook. Because of the complexity of translating divine magic into a arcane format,you do not gain any discount to copying spells from scrolls.
Additionally,you gain a pool of healing energy that replenishes when you take a long rest. With this pool, you can restore a total number of hit points equal to your wizard level times 5
As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.
Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Healing Touch, expending hit points separately for each one.
This feature has no effect on undead and constructs.
Medical Knowledge
Beginning at 2nd level, you gain the following benefits:
- You gain proficiency in the Medicine skill if you don’t already have it. Your proficiency bonus is doubled for any ability check you make that uses Medicine.
- You have advantage on Medicine checks to diagnose illnesses.
- You gain proficiency with the Herbalism Kit if you don’t already have it.
- The spell cure wounds is a wizard spell for you, and you add it to your spellbook, if it is not there already. You always have this spell prepared and it doesn't count against the number of spells you can prepare each day.
- You gain the spare the dying cantrip,and it doesn't count against your cantrips known.
Potent Restoration
Starting at 6th level, your study of the healing arts allows you to create a surge of healing energy. Once per long rest,when you cast a healing spell of 1st level or higher,you can chose to heal the maximum amount of hp possible for that casting.
You gain a extra use of this ability when you reach level 12 and again when you reach level 18.
Quick Recovery
At 10th level, you have practiced healing so much you can easily fix mistakes in your healing process. You can reroll any 1’s or 2’s when you heal a creature. You must use the new roll.
One Persons Loss....
Starting at 14th level,you have learned to harness the lifeforce of others. Whenever you deal damage to a enemy,you regain 1D4 HP per damage die used,which can be used to heal yourself or any ally within 10ft of you. You can chose to use all the hp on a single person,or split it however you desire.
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