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School of the Physician (v1.4)

As a student of the Ascelepion, you have devoted your time and energy to the healing arts under the guidance and tutelage of your patron god, Asclepius.

While others rely soley on their magic to heal, a wizard of this school blends both magic and an innate understanding of the body to heal the sick and wounded of all who might seek them out.

Anatomy Savant

Beginning when you select this school at 2nd level, you gain proficiency in the Medicine skill. If you are already proficient in the Medicine skill, you may choose another skill to become proficient in from the wizard proficiency list. In addition, you can use your Intelligence modifier instead of your Wisdom modifier for checks made with it.

Practiced Physician

When you choose this school at 2nd level, you add the cure wounds and the detect poison and disease spells to your spellbook.

If a creature's hit points is at or below half of its hit point maximum before you have cast cure wounds on it, you can choose for that spell to not expend a spell slot. Once you cast cure wounds in this way, you can't do so again until you finish a short or long rest, though you can still cast it normally using an available spell slot.













Wound Treatment

Beginning at 6th level, you can help bandage and poultice one of your injured allies during a short rest. Any hit dice your ally spends at the end of the short rest uses the highest number possible for each die. You can use this feature on yourself.

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain expended uses when you finish a long rest.

Applied Knowledge

At 10th level, you know the anatomy of the body innately and how best to go about healing it. When you roll a 1 or 2 on a healing die, you can reroll the die and must use the new roll, even if the new roll is a 1 or 2. In addition, when you or one of your allies roll a 1 or 2 on a hit die, the die can be similarly rerolled.

Expert Recovery

Beginning at 14th level, when you heal or stabilize a creature with 0 hitpoints, they gain temporary hitpoints equal to your Intelligence modifier + your wizard level.