Base Class: Wizard
As a Flesh Mage a you focus your studies on the inner workings of living beings, you learn to manipulate the energy that animates all living things, to mend flesh and bone back together or to take them apart. You have spent time learning the internal workings of divine magics and figuring out how to create them using arcane means, you gain access to the cleric spell lists.
Arcane Healer
Beginning when you select this school at 2nd level, the gold and time you must spend to copy a healing spell into your spellbook is halved.
Life from Death
At 2nd level, you gain the ability to steal life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you gain HP equal to twice the spell’s level, or three times its level if the spell deals necrotic damage. As a bonus action you can give those points to a creature that you can touch. You don’t gain this benefit for killing constructs or undead.
Efficient Healing
Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell’s level.
Anti-Necrosis
Beginning at 10th level, you have resistance to necrotic damage, and your hit point maximum can’t be reduced. You have spent so much time dealing with necrotic energies to restore the body that they have a reduced effect on your being.
Healing Field
Starting at 14th level, when you cast a healing necromancy spell targets only one creature, the spell can instead heal all allied creature within 15 feet of the target.
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