Wizard
Base Class: Wizard

While the School of Necromancy seeks to master death after death has occurred, the School of Animancy seeks to master death in life, manipulating the life-force that flows through every creature to stave off death as long as possible. Scholars of animancy are welcomed with open arms in most communities, often saving villages and towns from what otherwise would have been total annihilation.

Some animancers are benevolent saviors, saving towns from the brink of annihilation, while others are selfish narcissists, studying life-saving magic in order to achieve immortality.

Life's Ebb and Flow

At 2nd level, you learn the spare the dying cantrip as you gain the ability to manipulate creature's life energy. This life energy is represented by your Life Energy dice, which are each a d4. You have a number of these dice equal to twice your Intelligence modifier, and they fuel various Animancy powers you have. You regain all your expended Life Energy dice when you finish a long rest. In additional, whenever a creature within 30 feet of you dies, you can use your reaction to capture their fading life energy and regain one expended Life Energy die.

As an action, you can expend any number of your Life Energy dice, up to your proficiency bonus, and heal a creature of your choice within 30 feet of you by the amount rolled.

When you reach certain levels in this class, the size of your Life Energy dice increases: at 6th level (d6), 10th level (d8), and 14th level (d10). 

Master of Life

At 6th level, you add the revivify spell to your spellbook. When you cast revivify, you can target one additional corpse.

Additionally, the length of time a creature can be dead before casting this spell is doubled.

Life Bringer

Beginning at 10th level, you add the raise dead spell to your spellbook. When you cast raise dead, you can target one additional corpse. The amount of time a creature can be dead before casting this spell is doubled.

Additionally, whenever you expend one or more Life Energy dice, you can choose to roll the maximum instead of rolling the dice. Once you use this feature, you cannot use this feature until you finish a long rest.

Forceful Resurrection

Beginning at 14th level, you add the resurrection spell to your spellbook. When you cast resurrection, you can target one additional corpse. The amount of time a creature can be dead before casting this spell is doubled.

Additionally, whenever a creature dies within 30 feet of you, you are able to capture their final breath by using your reaction. Roll a d20, and on the result of a 16 or higher, you are able to capture their final breath. Their final breath lasts for an amount of hours equal to your wizard level or until you capture someone else's final breath.

When you have someone's final breath, whenever another creature dies within 30 feet of you, you can use your reaction to expend spell slots totaling the creature's whose final breath you have level or challenge rating the to revive them in the body of creature that just died. Forcefully resurrecting a creature in a different body is incredibly taxing, and you only regain half the number of spell slots at each level, rounded up, at the end of your next long rest.

Comments

Posts Quoted:
Reply
Clear All Quotes