Base Class: Wizard
The School of Restoration vitalizes magic that restore and protect others when the need arises. As a restorer, you strive to preserve the life forces of those you come into contact in the everyday coming and goings of life. You pursue the mastering of spells the vitalize, reconstruct, and shield others from the harms of the world.
Restoration Savant
Beginning when you select this school at 2nd level, the gold and time you must spend to copy a restoration (divine) spell into your spellbook is halved.
Improved Spare the Dying
At 2nd level, you learn the spare the dying cantrip. The cantrip doesn't count against your number of cantrips known.
When you cast spare the dying, roll a d4 and heal the creature for the amount rolled. At higher levels the die increases in value. When you reach 6th level it increases to a d6, 8th level it increases to a d8, and 12th level it increases to a d12.
Vesseled Vitality
Beginning at 6th level, you've gained the ability and knowledge to store healing into a tempered holy symbol up to an amount equal to your wizard level times five.
As an action, you can present the holy symbol to invoke the healing stored within the vessel. To charge the holy symbol with the healing magic require, you must expend one of your highest available spell slots. In combat, expending a spell slot for this ability is a bonus action.
Enhanced Chances
At 10th level, you gain the ability to potentially save an individual from suffering. As a reaction when you see a creature within 60 ft. of you that becomes the target of a melee or spell attack, you can add your intelligence modifier to their armor class or saving throw in hope's of saving them from the effect. Whether the attempt to save them fails or not, you restore 4d8s worth of hit points to them before the damage of the attack happens. (Consider it much like the spell Shield)
You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.
Etherestial Connection
At 14h level, you have an established connection with the Ethereal Plane from a forgotten deity of Knowledge. As a bonus action, you can transport yourself to the Etheral Plane a number of rounds equal to your intelligence modifier. During the duration of this effect, you cannot cast spells that target or cause harm to hostile creatures. You can, however, cast spells that target, bolster, or heal your own allies. You may also have a number of concentration spells equal to your intelligence modifier while you are in the Ethereal Plane without having to drop one for the other. Upon exiting the Ethereal Plane at the start of your turn, you will need to make a constitutional saving throw for each concentration spell you have up. If you succeed on a majority of the concentration checks, you keep concentration of those spells until the start of your next turn and must end your turn there, at the start of your next turn, you will need to pick one of the spells and drop the rest and continue your turn as normal. If you fail a majority of the concentration checks, you lose all the spells you are concentrating on and may continue your turn as normal from there. No matter the outcome, you take a number of d10 Psychic damage equal to your intelligence and wisdom modifiers combined. This damage does not trigger constitutional saving throws for spell concentration.
You can use this ability once per long rest. At 18th level, you can use this ability once per short rest.
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