Base Class: Wizard
The School of Pneumancy explores the cosmic forces of life, death, and the soul. As you focus your studies in this tradition, you learn to manipulate the energy that powers all living things. As you progress, you learn to sap the life force from a creature as your magic destroys its body, transforming that vital energy into magical power you can manipulate. You also learn to even restore life.
Pneumancers are essentially necromancers who forgo the undead and prefer to focus their studies on creating and bring life. Do not underestimate them as their understanding of life makes them incredibly deadly as well.
Pneumancy Initiate
Beginning when you select this school at 2nd level, the gold & time you must spend to copy a necromancy spell into your spellbook is halved.
Through studies of crafting and learning spells as well as time spent researching the body, you have slowly become adept in manipulating some of the vital parts of the body to keep a being alive.
You also learn the Spare the Dying cantrip and can add it to your spellbook and can cast it as a wizard spell. You may also cast this spell as a bonus action
Essence of Life
At 2nd level, you gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell’s level, or three times its level if the spell belongs to the School of Necromancy. You don’t gain this benefit for killing constructs, undead or innocent beings (DM discretion)
Sanctity of Life
You add the revivify spell to your spellbook if it is not there already. When you cast revivify, you can target one additional corpse and increase the time that the spell is effective by increasing intervals.
This effect increases at levels at 8th, 12th, 16th, and 20th
- 8th Level - 2 minutes
- 12th Level - 4 minutes
- 16th Level - 10 minutes
- 20th level - 30 minutes
You learn and may also cast the spell Life Transference as a bonus action.
Defiance of Death
Beginning at 10th level, you have resistance to necrotic damage, and your hit point maximum can’t be reduced. You have practiced literally body and soul and have become adept in its manipulations. This has resulted in you being resistant to necrotic damage and resisting any effects that would reduce your maximum HP.
During your time researching the human body and spirit you learn ways to purge ailments affecting the body and soul. You learn the spell greater restoration and may add it to your spell book. However, casting this spell is taxing to you, causing you to gain 1 level of exhaustion after casting.
- 10th lvl - Exhaustion +1
- 16th lvl - Exhaustion +0
Animam Salvatori
You learn to manipulate the soul even further. You now learn the Raise Dead spell and add it to your spell book. Casting this spell will cause the caster to receive a 2 levels of exhaustion. These effects will lower at higher levels. You also gain the ability to cast the Reincarnate spell with the same constraints below.
- 10th Level - 2 Levels of Exhaustion
- 12th Level - 2 Levels of Exhaustion & You gain access to learn the Reincarnate spell.
- 16th Level - 1 Level of Exhaustion
- 18th Level - No exhaustion
Anima Vinculum
Starting at 14th level, you can use magic to severe the bond holding an undead creature to the material plane. As an action once per long rest you may attempt to break the bond animating an undead being. The caster of the spell and the undead creature both need to make a wisdom saving throw. (The undead first then the caster. The caster has advantage if the undead passes) Roll a 1d6 to determing the CR of a creature that this ability affects.
- If they both fail the caster takes 1d12 psychic damage per CR of the creature and the bond is broken cause the undead to fall to the ground as if it had been slain.
- If the undead fails and the caster passes the save. The undead takes 1d12 psychic damage per CR level.
- If the undead passes and the caster fails the save. The caster takes 1d12 psychic damage per CR level and the undead becomes hostile to the caster until either of them dies. Once the caster is killed the undead persists until slain.
- If they both pass there is no effect.
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