School of Panacea (5e Subclass)
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School of Panacea
Healing is a sacred art, often guarded and perpetuated by practitioners of the divine and natural teachings. The School of Panacea, however, is an arcane practice of restorative magic, meant to empower and protect the ideals and people treasured by students of this art.
Student of Panacea. Upon selecting this tradition at 2nd level, you gain proficiency with the medicine skill and in the use of the herbalism kit. Additionally, you gain an expanded spell list which you can select from when you learn new spells as you gain levels. Additionally, if you find these spells in written form you may transfer them into your spell book as per your spellbook class feature.
- School of Panacea Expanded Spell List
Spell Level | Spells |
---|---|
1st | cure wounds, detect poison and disease, healing word |
2nd | aid, lesser restoration, protection from poison |
3rd | beacon of hope, mass healing word |
4th | death ward |
5th | greater restoration |
Shared Recovery. The art of Panacea is meant to be used for the sake of others, and you have learned to expand on your abilities as a wizard to that very end.
Beginning at 2nd level, when you use your Arcane Recovery class feature, you may choose to divide the spell slot levels you regain among any number of creatures within 15 feet of you. For example, as a 9th level wizard, you could regain a single 3rd level spell slot and grant a 2nd level spell slot to a nearby cleric. Additionally, over a short rest, you may use your own hit dice to heal another creature provided they are within 15 feet of you. The hit points provided by this feature are calculated in the same way as if you had used those hit dice yourself.
Greater Recovery. Beginning at 6th level, your arcane healing arts are empowered further. Any creature that regains spell slots from your Shared Recovery feature also regain hit points equal to 5 times the value of spell slots regained. For example, if a creature regains a 3rd level spell slot from your Shared Recovery (yourself included) they would also regain 15 hit points. Additionally, when you use your hit dice to restore hit points to yourself or another creature, you may roll twice and take the greater of the two values rolled.
Healer's Ward. Your restorative arts act as a protective layer when you would face harm. Beginning at 10th level, whenever you cast a spell of 1st level or greater to restore another creature's hit points, you gain temporary hit points equal to that spell's level + your Intelligence modifier. These temporary hit points last for 1 minute or until they are reduced to 0. Additionally, you gain the benefits of the death ward spell, each day at dawn. This feature, however, provides the benefits until you are reduced to 0 hit points or until the next dawn.
Weave Ward. You are protected by the weave itself. Beginning at 14th level, whenever you complete a long or short rest, you gain the benefits of the sanctuary spell, which last until you harm another creature or you complete another rest. While under the effects of the sanctuary spell, any creature that successfully attacks you takes force damage equal to 1/2 your wizard level rounded up.
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