Wizard
Base Class: Wizard

Your studies focus on the restoration of damaged creatures through arcane means. Unlike most arcane casters, you have trained to use arcana to restore others’ vitality. You work to fuse your spells with healing properties to support your allies through greater means. Some arcane medics serve in the military, aiding their comrades in battle through healing and their spells. Others wander the world in search of people in dire need of their abilities, whether it be to save them from a violent force or to restore them after receiving a grave injury.

Arcane Rejuvenation

When you choose this tradition at 2nd level, you gain the ability to manipulate arcana to heal wounds. You get a pool of healing energy equal to your wizard level X 3. This pool replenishes when you take a long rest.

As an action, you can touch one creature and draw energy 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 use your action to touch one creature and expend 6 hit points from this pool to end one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

This feature has no effect on undead and constructs.

Trained Medic

Starting at 2nd level, you gain proficiency in medicine if you don’t already have it. Your proficiency bonus is doubled for any ability check you make that uses that ability. In addition, you also gain proficiency in herbalism kits. Through your studies into how to heal others, you’ve learned additional methods of revitalization outside of your magic.

Enhanced Support

Beginning at 6th level, when you cast a wizard spell of 1st level or higher on a creature within 60 feet of you that does not deal damage, you can expend energy from your pool of healing to restore the hit points of a single creature who is affected by that spell. The hit points get restored before any of the spell’s effects are applied. For example, if you were to expend hit points from your pool of healing while casting the Fly spell on a creature, that creature would receive the hit points before they received any effects of the Fly spell.

Emergency Failsafe

At 10th level, your proficiency with healing magic has given you limited ability to bring back the dead. You add the Revivify spell to your spellbook if you don’t already have it. Revivify is considered a wizard spell for you, but other wizards cannot copy it into their spellbooks unless they chose Arcane Medic as their Arcane Tradition. 

Additionally, when you have this feature and cast Revivify using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.

Medical Scholar

Starting at 14th level, you can heal multiple people at once in conjunction with your spells. When you cast a wizard spell of 1st level or higher on multiple creatures within 60 feet of you which does not deal damage, you can expend energy from your pool of healing to restore the hit points of any number of creatures who are affected by that spell. You must expend hit points separately for each creature you desire to heal. For example, if you wanted to heal two separate creatures affected by your spell for 10 hit points each, you would need to expend 10 hit points for each creature meaning you would be spending 20 hit points total. The hit points of each creature are restored before any of the spell’s effects would apply.

Alternatively, you can expend 6 hit points from your pool of healing to end the effects of one disease or condition affecting one creature who was targeted by your spell. The condition can be blinded, deafened, paralyzed, or poisoned. 

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