Wizard Arcane Tradition: School of Medicine
Wizards who Study medicine are set apart from their Arcane colleagues by their ability to cast Medical Magic, which usually includes healing and support spells, but may also include status effect spells. Wizard Physicians are not often associated with offensive magicks but, their skill in the Arcane is no less than their more traditional counterparts and, they will do all they can to preserve the lives of their friends. To underestimate one in combat would be a grave mistake. Their ability to heal, protect, and resurrect fallen members of the party make Wizards of the School of medicine invaluable, as they are usually the only efficient way of healing without a divine caster present.
Bonus Proficiency
When you select this Arcane Tradition at 2nd level, you gain proficiency in medicine and you can use a healing kit as a spellcasting focus for any spell you cast that uses intelligence as its spellcasting ability, without expending one of its uses.
Medical Student
Beginning when you select this Arcane Tradition at 2nd level, your study of medicine allows you to learn spells not normally associated with the Wizard class. You have access to the Artificer spell list in addition to the Wizards spell list, but must otherwise obey all the restrictions for learning and preparing the spells. All Artificer spells count as Wizard spells for you.
Skilled Physician
Beginning at 2nd level, when you use a healing kit to stabilise a dying creature, that creature also regains hit points equal to your spellcasting modifier (minimum of one hit point). In addition, as an action, you can spend one use of a healers kit to tend to a creature and restore 1d6+4 hit points, plus additional hit points equal to the creature’s maximum number of Hit Dice.
Medicine
Beginning at 6th level, your proficiency in medicine improves to expertise (you can double your medical proficiency bonus) and whenever you finish a long rest, you can magically create a flask of medicine in an empty flask you touch. As an action, a creature can drink the medicine or administer it to an incapacitated creature. When a creature drinks a flask of medicine, they regain a number of hit points equal to 2d4 plus your spellcasting Modifier. Each flask of medicine created requires its own flask, and when you reach certain levels in this class, you can create more flasks of medicine at the end of a long rest; two at 10th level and three at 15th level.
Improved Medicine
Beginning at 10th level Whenever a creature drinks a flask of medicine you created, the creature also gains temporary hit points equal to 2d6 plus your intelligence modifier (minimum of one temporary hit point). In addition, you can cast Lesser Restoration without expending a spell slot and without preparing the spell, provided you use a healing kit as the spellcasting focus. You can do so a number of times equal to your spellcasting modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Restorative Mastery
Beginning at 14th level, you can cast Greater Restoration without expending a spell slot and without preparing the spell, provided you use a healing kit as the spellcasting focus. You can do so a number of times equal to your spellcasting modifier (minimum of once), and you regain all expended uses when you finish a long rest. In addition, you gain resistance to acid and poison damage, and you are now immune to the poisoned condition.