Base Class: Wizard
You have studied the inner workings of life, and can use this knowledge to bend vital energy to your will. While they lack the divine power to cast healing spells, Vitamancers use their power to augment their allies, summon forth new life, and to rend vitality from their foes.
Level 3: Vitality Magic
Your studies have revealed the intrinsic mechanisms of life in all its forms. You gain the following benefits:
Vital Skills. You gain Proficiency with the Medicine and Nature skills. If you already have Proficiency with one or both skills, you instead gain Expertise in it.
Vitality Spells. Certain spells are added to the Wizard spell list for you, as listed in the Vitality Spells table. When you gain access to this feature, and again whenever you gain access to a new level of spell slots in this class, you can add one of these spells to your spellbook for free. The chosen spell must be of a level for which you have spell slots.
| Spell Level | Spells |
| 1 | Entangle, Inflict Wounds |
| 2 | Aid, Warding Bond |
| 3 | Beacon of Hope, Plant Growth |
| 4 | Aura of Life, Death Ward |
| 5 | Antilife Shell, Awaken |
Level 3: Manipulate Vitality
You can manipulate the forces of life by drawing energy from living creature using Vitality Dice, which are d6s. The following rules apply to you:
Number of Dice. You can harbor a number of Vitality Dice up to your Wizard level. When you finish a Long Rest, you have an amount of Vitality Dice equal to half your Wizard level (rounding up), regardless of how many you had before the rest.
Spending Limit. The maximum number of Vitality Dice you can spend on a single effect is equal to your Proficiency Bonus.
Capture Lost Life. When you cast a spell with a spell slot, you can capture any lost life it causes. The first time that the spell deals damage to a creature, you gain one Vitality Die. If the spell targets a friendly creature or summons one, you instead gain the dice the first time that creature deals damage to another creature, provided you are concentrating on the spell.
You can spend Vitality Dice in the following ways:
Amplify Harm. When you deal damage to a creature with a Wizard spell, you can spend Vitality Dice to deal extra Necrotic damage to one of the spell's targets equal to one roll of the dice you spend. When you do so, you cannot gain Vitality Dice through your Capture Lost Life feature.
Transfer Life. As a Bonus Action, you can spend Vitality Dice to heal one creature you can see within 60 ft. of you. The target regains Hit Points equal to one roll of the expended dice, plus your Intelligence modifier.
Level 6: Foster Healing
You gain the following benefits:
Vital Recovery. When you use your Arcane Recovery feature as part of a Short Rest, you and each creature of your choice within 30 ft. of you who rolls Hit Dice to regain Hit Points as part of that rest can forgo rolling those dice, and instead regain the maximum possible amount of the roll.
Life Link. When you cast a spell that requires Concentration, you can link your vitality with that of one willing creature affected by the spell. Until the spell ends on that creature, whenever either of you take damage or regain Hit Points, you can use your Reaction to negate that damage or healing and cause the unaffected creature to take it instead. This damage is not affected by Resistance or Immunity.
Level 10: Instill Resilience
When you use your Transfer Life feature and spend at least 3 Vitality Dice to heal a creature, that creature's vitality is temporarily protected. Until the start of your next turn, the target has Resistance to all damage, and it's Hit Point Maximum can't be reduced.
Level 14: Vital Surge
When you use either your Amplify Harm or Transfer Life feature, you can augment the effect by drawing on ambient vital energy. When you do, the Vitality Dice become d12s, and that feature gains an extra effect:
Amplify Harm. Each target of the spell can't regain Hit Points until the start of your next turn.
Transfer Life. You can target more than one creature with the effect. The number of Vitality Dice you spend is able to exceed your Spending Limit, but you can't spend more than your limit on any single creature.
Once you use either benefit, you can't use this feature again until you finish a Short or Long Rest.
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