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Wizard School of Medicine

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Homebrew Subclass
Please note that this Subclass is both Homebrew and a work- Variant: Skill Check Requirement
in-progress. An updated version will be prepared from time to If the lack of any requirement for a material
time, but if you wish to offer feedback on the subclass to component seems overpowered, an alternative rule
improve the balance, feel free to contact me at would instead require the Wizard to succeed on a
spellcasting ability check with a DC equal to 25
noahtheboah36@gmail.com with your ideas and suggestions. minus the target's Constitution score. On a
successful check, they bypass the material
School of Medicine requirement, and requiring the use of the material
The school of Medicine expands the discipline of Wizards components on a failure. Should the Wizard not be
beyond the natural sciences and study of the weave, but also able to provide the material components at that
stage, the spell fails. The main point of this ability
into the anatomy and biology of living things. It looks at ways

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is to distance the magic being cast from the "Holy"
of prolonging life and healing injuries with the aid of magic. elements often associated with healing magic.
Some call these individuals Chirurgeons, Doctors, or other
titles. In the Dragonlance setting, they are known as White
Wizards.

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Master Physician
Medicinal Magic Beginning at 10th level, when a creature rolls dice to
Beginning when you select this school at 2nd level, you add determine how many hit points are restored to it by a spell
the cure wounds spell to your spellbook, and gain access to you cast, they may reroll the total and use either result.
an expanded spell list. Additionally, you become proficient with the Medicine skill if
you aren't already, and you may double your Proficiency
School of Medicine Spells Bonus with it.
Spell
Level Spells
Preventative Medicine
Cantrips Spare the Dying Beginning at 14th level, you may touch a creature as an
action and imbue them with additional fortitude. They gain
1st

2nd
Healing Word
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Cure Wounds, Detect Poison and Disease,

Gentle Repose, Lesser Restoration, Protection


from Poison
temporary hit points equal to their Constitution modifier plus
your Proficiency Bonus.
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3rd Feign Death, Mass Healing Word, Revivify
4th Death Ward
5th Greater Restoration, Mass Cure Wounds
6th Heal
7th Regenerate
8th —
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9th Mass Heal

Magical Medical Intervention


Also at 2nd level, you learn the spare the dying cantrip, with it
not counting against the number of Wizard cantrips you
know. For you, it has a range of 30 feet, and you can cast it as
a bonus action.
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Resuscitation Mage
At 6th level, you add the revivify spell to your spellbook if it is
not already there. Additionally, use of an Arcane Focus
enables you to ignore material components with a cost in
gold pieces for spells on this school's expanded spell list as
though they were 0 gp cost components.

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