Wizard
Base Class: Wizard

A grave robber only interested in parts of bodies to return an individual to life, paying little heed to the morals of society. A desperate alchemist uses their own blood to make potions of healing to make coin where they can. A determined doctor uses the flesh of the fallen to repair the fatal wounds of a dying man. For the majority, magic that deals in death is frowned upon. Most see it as an abomination of the flesh and soul, and yet there are those who has no care for the sake of taboo and use any and all ways to achieve their goals. The School of Deathcraft teaches magic and alchemy for the use of defying mortal death, Deathcrafters believe that the body, mind, and soul can live eternally so long as one exists, no matter the cost. 

Alchemical Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to craft potions is halved. You gain proficiency with alchemical tools, further more you can use the tools as a healer's kit. When you've expended the ten uses you must spend 25sp to reacquire the materials needed to regain uses. 

Walk with Death

At 2nd level, you've learned the ability to suffuse your own lifeforce to the magic you wield. When you cast a spell you may spend a hit dice to enhance your spells. Choose whether to increase the damage or the healing of the roll equal to the hit dice rolled.

At 10th level you may spend an additional hit dice up to 2. At 16th level you may spend an additional hit dice up to 3.

Life of Alchemy

At 6th level your body has grown to have an abnormal regenerative property due to straining your life force. When you are subjected to a source of healing other than resting and is greater than 1, you regain a hit dice. Further more you may now apply the features of Walk with Death to potions you create, with your alchemical tools and 1 minute of uninterrupted work you can enhance a potion beyond its limits. This potion becomes unstable and will expire if not used within a day.

Warden of Death

At 10th level, you add the Death Ward spell to your spellbook. You can cast Death Ward without expending a spell slot.

Once you cast Death Ward in this way, you can’t do so again until you finish a long rest, though you can still cast it normally using an available spell slot.

Will to Live

At 14th level, when you or a creature you can see within 60ft is reduced to 0 hit points, you can give the target the resolve to defy mortal death. The target does not fall unconscious, has advantage on death saving throws, but is still under the effects of dying. If the target succeeds on their three death saving throws or rolls a 20 on the die, the target gains hit points equal to twice your wizard level. When you use this feature, you cannot use it again until you have finished a long rest.

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