Wizard
Base Class: Wizard

To know the body is to know all your enemies. To understand how it functions, how the mechanisms of nature work, is to have knowledge of how to utterly destroy those who stand before you, or to bring one back from the brink of death. The study of Corpumancy does not deal with the intricacies of the soul, but rather the machine of the body. 

To those who have long studied magic, there is one art that has remained in the singular hands of those who practice divine magic. The art of healing has long been associated with faith, the power of the gods, rather than our one's own intrinsic knowledge and ability. However, the advanced study of the body has lead to a revolutionary breakthrough. Through the manipulation of the flesh, those who study the arcane can now heal the body and mind, stitching together flesh and regrowing lost limbs. For many, the art of Corpumancy lends itself far to close to necromancy for comfort. However, those who study the newly discovered art now it to be a useful tool, creating a versatile range of spells. 

Corpumancy Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a necromancy spell into your spellbook is halved.

Bodily Knowledge

When you cast any healing spells, add your intelligence modifier to the amount healed. Additionally, add your intelligence modifier to any necromancy spells that do damage. When you cast a healing spell that's range is normally touch, you can extend that range to 15ft. 

Stolen Vitality

Starting at 6th level, when you bring a creature to 0 hit points using a wizard spell, you have the potential to restore one spell slot. With your knowledge of the body, you understand the natural forces powering life, and can use this knowledge to steal a small portion of said energy. If a creature dies as a result of you casting a Wizard spell, you can choose to roll a d20. On a 19-20, you recover a spell slot equal to up to half your level, if you have expended any, and this slot cannot be higher than 6th level. This feature can be used 3 times per long rest. 

Last Stand

A number of times per day equal to your proficiency modifier, you can heal yourself when healing another creature. Whenever you cast a wizard spell that is first level or higher that restores hitpoints on another creature, you regain a number of hitpoints equal to half the amount of hitpoints you healed. 

Additionally, once per day when you drop to zero hitpoints but are not outright killed, you can expend a spellslot to regain hitpoints equal to the spell's level. 

Full Restoration

Starting at 14th level, when you cast a spell that restores hitpoints of 1st through 5th level, you can restore the maximum amount of hitpoints with that spell. 

The first time you do so, you suffer no adverse effects. If you use this feature again before a long rest, you immediately suffer 1 point of exhaustion. Every time you use this feature before taking a long rest you will suffer an additional point of exhaustion.  

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