Wizard
Base Class: Wizard

the school of corpomancy forces on keeping the wizard alive and casting in the short term by exchanging flesh for power

Knowledge of the flesh

Beginning when you select this school at 2nd level, for each level you have in this class your hitpoint maximum increases by one

Arcane sacrifice

as an action you can sacrifice an number of hit dice form this class to regain spell slots. you may give up a number equal to your Constitution modifier to a minimum of one. for each hit dice you gave up gain a d4. roll those d4, you regain that level of spells. For example, if you roll a 2, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots. any level that you can not take are destroyed.

Bodybender

you learn cure wounds, inflect wound and alter self. these do not count towards you wizard spells and are always prepared. when you cast cure wounds and inflect wound they have a range of 30 feet.

Second life

when you reach 0 hitpoints you expend a 6 level spell, if you do not have a 6 level use a spell spot 5 level etc. you regain health equal to 5 time the level of the spell, you can’t use this feature again until you finish a long rest

Armor of the body

starting at 14 level you gain skin improved by your magic of the flesh. when not wearing armor you have resistances to piercing, slashing and bludgeoning damage from any source. you also gain proficiency with  Constitution saving throws, if you are proficient with it then pick Strength or dexterity.

Previous Versions

Name Date Modified Views Adds Version Actions
9/21/2019 8:18:58 PM
16
1
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes