"Restoration is a perfectly valid school of magic, and don't let anyone tell you otherwise!" - Colette Marence

School of Restoration

Clerics rely on faith to heal the wounded, but healers know that you don't always need a miracle to help those in need. As a result of your studies, you have managed to translate some divine magic into arcane magic.

As a healer, your magic is intended to heal the injured and sick. Some might say that you are messing with the natural order, but as far as you know, your healing is probably just as safe as any cleric's.

This school's teachings are generally frowned upon by the larger magic community. Most people tend to mistake the students of this school as either clerics or as necromancers.

School of Restoration Features

Wizard Level Feature 2nd Medical Training, Arcane Healing 6th Arcane Innoculation, Improved Arcane Healing 10th Physician's Fury, Improved Arcane Healing 14th Emergency Aid, Improved Arcane Healing

Medical Training

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.

When you pass a Medicine check to stabilize a dying creature, you can choose to also restore 1 hit point to that creature. You can’t use this feature on the same creature again until you finish a long rest.

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. When you reach 18th level, this spell can't be chosen for your Spell Mastery feature.

Arcane Healing

At 2nd level, you have learned how to heal wounds with pure arcane energy. You have a pool of d4s that you spend to fuel this healing. The number of dice in the pool equals 1 + your wizard level.

As a bonus action, you can heal one creature you can see within 30 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Intelligence modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total.

Your pool regains all expended dice when you finish a long rest.

Arcane Inoculation

Starting at 6th level, you can inoculate allies against certain damage types. When you spend healing dice or cast a spell of 1st level or higher to restore hit points to a creature other than yourself, you can also give that creature resistance to acid, cold, fire, lightning, poison or thunder damage (your choice) for one minute. You must choose to use this feature before rolling for healing. That creature then takes 1 damage of that type. This damage ignores resistance and immunity.

If you use this feature on the same creature more than once without that creature taking a short or long rest in between, the damage is increased to 1d4, and the creature rolls on the Side Effect table. The side effect lasts for one minute.

Side Effects

d6 Condition 1 Blinded 2 Deafened 3 Paralyzed 4 Poisoned 5 Frightened (of you) 6 Nothing

You can use this feature a number of times equal to your intelligence modifier (minimum of 1). You regain all expended uses of it when you complete a short or long rest.

Improved Arcane Healing

At 6th level, your healing dice turn into d6s. At 10th level, they turn into d8s. At 14th level, they turn into d10s.

Do No Harm

Beginning at 10th level, you are so dedicated to saving others that your enemies find it difficult to interrupt you. When you spend healing dice or cast a spell of 1st level or higher to restore hit points to a creature other than yourself, you gain the effect of a sanctuary spell, using your wizard spell save DC.

In addition, any spell you cast that restores hit points, ends a curse or condition afflicting the target, or restores someone to life (but not undeath) is immune to the effects of the counterspell and dispel magic spells.

Improved Arcane Healing

At 10th level, your healing dice turn into d8s. At 14th level, they turn into d10s.

Emergency Aid

Starting at 14th level, your medical knowledge is unparalleled. The spells revivify and raise dead are wizard spells for you, and you add them to your spellbook, if they are not there already. You always have these spells prepared, and they don't count against the number of spells you can prepare each day. You can cast these spells without using a spell slot or material components, but if you do, you and the creature you are reviving gain 1 level of exhaustion and can't cast any spells of 1st level or higher until you complete a long rest. You also share any additional penalties the target gets from being brought back from the dead when you revive a creature in this way.