Wizard
Base Class: Wizard

The school of Medical Necromancy, sometimes referred to as corpomancy, are those that combine medical knowledge and magic. Unfortunately those outside the discipline fail to appreciate the distinctive between medical magic and “true” necromancy.

Necromancy 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.

Medical Magic

When you choose this tradition at 2nd level, you gain the spare the dying cantrip. This does not count toward your cantrips known. Additionally, the following spells are added to your wizard spell list. These can be treated as if they were necromancy spells (if they aren’t already) and are treated as wizard spells for you:

Well of Life

Starting at 6th level, your studies into magic and the body have taught you how to tap into a creature’s inherent vitality. As an action, you can touch a creature and immediately expend any of the target’s available hit dice to recover the target’s hit points. You add your Intelligence modifier to any of the expended hit dice instead of the target’s Constitution modifier.

Field Autopsy

You have become adept at identifying various causes of death. Beginning at 6th level, you can spend an hour to gain the following information about how a creature was killed:

  • You can determine a time of death. If it was within a day, you can determine how many hours ago it was killed.
  • You can determine what killed the creature based on wounds, burns, bruises, and damage to bones, or magical residue. You do not know what killed them, simply how.

You can perform this feature as part of a long or short rest.

Enhance Vitality

At 10th level, your ability to accelerate a body’s natural healing abilities increases. You can spend an hour to grant a willing creature a number of temporary hit dice equal to your Intelligence modifier. These hit dice are all treated as d6s and disappear after a long rest. Only one creature can benefit from this feature at a time.

These temporary hit dice increase to d8s at 14th level and to d10s at 18th level.

Whenever a character with these temporary hit dice needs to make death saving throws, they can expend one of their temporary hit dice and add that to their death saving throw.

It's Alive!

At 14th level, you gain the knowledge of a  manual of flesh golems. If you have already read one of these tomes, or if you do in the future, you can create flesh golems in half the time and for half of the gold cost.

You can also substitute the fresh corpse of a Medium creature for 500 gold’s worth of components. The value decreases by half for each size category below Medium, and doubles for each size category above Medium.

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