Wizard Arcane Tradition of Medicine

by ianacook

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Wizard

Arcane Tradition

At 2nd level, a wizard gains the Arcane Tradition feature. Here is a homebrew option for that feature: the Medicine tradition.

Medicine

While healing magic has traditionally been the domain of the divine, some arcane colleges have discovered ways to augment natural medicine with the arcane. The tradition of Medicine takes a balanced approach to magic, blending the principals of several schools and teaching techniques that provide studied magical control over the balance of life and death.

Followers of this tradition are normally called arcane healers or medical mages, though in remote or nomadic communities they may be called witch doctors. They see their magic as an extension of scientific knowledge, using it to inoculate and bolster against illness or injury, mend damage to the body, or even restore a body to life.

Medicine Features
Level Feature
2nd Healer’s Training
2nd Medicine Spells
6th Medicinal Intervention
10th Aura of Inoculation
14th Bolstered Convalescence

Healer’s Training

Your dedicated study has given you the experience and knowledge you need to practice medicine. When you adopt this tradition at 2nd level, you gain proficiency in the Medicine skill. If you are already proficient in the Medicine skill, you instead gain expertise, doubling your proficiency bonus for any ability check you make that uses the Medicine skill.

You also learn the spare the dying cantrip, which is a wizard spell for you. If you already know this cantrip, you learn a different wizard cantrip of your choice. The cantrip does not count against the number of spells you know.

Medicine Spells

Your experimentation with the weave’s restorative properties has given you access to certain healing spells. Beginning when you select this tradition at 2nd level, you gain access to an expanded spell list. These spells are wizard spells for you, and you can choose to learn a spell from this list when you learn a wizard spell.

Spell Level Spells
1st cure wounds, purify food and drink
2nd lesser restoration, protection from poison
3rd beacon of hope, revivify
4th aura of life
5th greater restoration

Medicinal Intervention

At 6th level, you learn how to effectively harness magical energies to offer respite from illness.

When you or a creature within 30 feet of you becomes poisoned or contracts a disease, you can use your reaction to immediately neutralize that poison or cure that disease. If the triggering action causes multiple poison or disease effects in the target, this feature neutralizes or cures only one of them of your choice. The creature also regains 1 hit point.

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

Aura of Inoculation

At 10th level, you learn how to use preventative care to bolster the body’s resilience.

As a bonus action, you can expend one use of your Medicinal Intervention feature to create an aura of inoculation. Until the end of your next turn, you and all friendly creatures within 60 feet of you have advantage on saving throws against poison and disease and have resistance against poison and necrotic damage.

Bolstered Convalescence

Starting at 14th level, you have learned how to expand your healing power and distribute it between multiple creatures.

When you expend one use of your Medicinal Intervention or Aura of Inoculation feature, one creature of your choice affected by the feature also regains hit points equal to 1d4 + your Intelligence modifier (minimum of + 0).

Additionally, when you expend a use of your Medicinal Intervention or Aura of Inoculation feature or cast a spell of 1st level or higher to restore hit points to a creature, a creature of your choice within 30 feet of you that did not regain hit points gains temporary hit points equal to your spellcasting ability modifier (minimum of 1).

Credits

Version 0.2.2, updated April 2, 2020.

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