School of Medicine (5e Arcane Tradition)

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Author: Zhenra-Khal (talk)
Date Created: 12-12-21
Status: First Draft
Editing: Don't edit without discussion. Unauthorized edits will be reverted.
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School of Medicine[edit]

Not all healing magic is divine - In places where arcane advancements are far more common than temples to the divine, many arcanists have studied mundane medicine and figured out how to infuse it with their magic, replicating many of the miracles a priest can perform.

Restorer's Touch[edit]

When you select this tradition at 2nd level, you gain proficiency with the Medicine skill and Herbalism kit if you did not already possess them. When making an ability check using the Medicine skill or an Herbalism Kit, you may use Intelligence in place of the normal ability bonus used for the check.

Additionally, you can use your magic to mend wounds. As an action with a range of touch, you can expend a spell slot and a use of a Healer's Kit in order to heal a living creature. The creature regains hit points equal to your Intelligence modifier, plus 1d8 per level of the spell slot expended. This feature has no effect on Constructs or Undead, and counts as a Transmutation spell with an instantaneous duration and a range of Touch, requiring a Somatic component and a Material component (A Healer's Kit with at least one use remaining, which is not consumed by the spell).

Expanded Spells[edit]

When you select this tradition and 2nd level, you learn the Spare The Dying cantrip and may cast it as a bonus action, with a range of 30ft.

Additionally, the following spells are added to the Wizard spell list for you, though you do not automatically learn them.

Spell
Level
Spells
1st Detect Poison and Disease, Purify Food and Drink
2nd Lesser Restoration, Protection from Poison
3rd Beacon of Hope, Revivify
4th Aura of Purity, Death Ward
5th Greater Restoration, Raise Dead

Restoration Expert[edit]

Beginning at 6th level, healing others becomes so easy that it consumes only a fraction of your power. When you expend a spell slot of 2nd level or higher to use your Restorer's Touch, you regain one spell slot. That spell slot must be of a level lower than the spell slot you expended, and cannot be higher than 5th level.

Invigorating Recovery[edit]

Beginning at 10th level, when you restore hit points to a creature using your Restorer's Touch, the creature also gains 2 temporary hit points per level of the spell slot expended. These last until the creature takes a short or long rest, and stack with all other temporary hit points except for those granted by this feature.

Additionally, you can treat creatures while they rest, up to a number of creatures equal to your Proficiency bonus. If you do, for every Hit Die they expend while resting, they regain additional hit points equal to your Intelligence modifier.

Undying Lifegiver[edit]

At 14th level, you've become so infused with the secrets of healing magic that you can protect yourself and others from death. When you or a creature you can see within 60ft of you would be reduced to 0hp, you may use your Reaction to cause them to be reduced to 1hp instead, and you may also immediately expend a spell slot as part of that Reaction to heal them as if by your Restorer's Touch.

You may use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.


Back to Main Page5x5eClassWizard

AuthorZhenra-Khal +
Canontrue +
Identifier5e Arcane Tradition +
RatingUnrated +
TitleSchool of Medicine +