Wizard
Base Class: Wizard

The School of Animancy focuses on sustaining oneself using the animating force of others, and the exploitation of Anima. To you, age and time are both currencies... of which nobody has enough of. The Ethereal will be your domain, and you will find a way to grow wealthy with years. As you progress, you learn to age others and steal the Anima of your foes, using it to further your powers...and your life. 

"To bend the soul, take back what was lost. Know your fate, and conquer mortality."

Animancy Savant

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

To Bend the Soul...

"To bend the soul is to truly see it as a tangible currency, not an abstract force. All things in this world can change."

At 2nd level, you gain the insight necessary to begin the exploitation of souls. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you may choose one of three options:

  • You gain advantage on your next attack roll or saving throw.
  • You regain hit points equal to 1d6 + the spell’s level.
  • You gain proficiency in a skill for 1 hour using the experience of the slain creature’s soul. You may benefit from this choice once per long rest.

You do not gain this benefit from killing constructs or undead.

...Take Back What Was Lost...

"When you know exactly how to take back what was lost, you become unstoppable. Let nothing stand in your way."

You add the Anima Siphon spell to your spellbook if it is not there already. When you cast Anima Siphon, you can target an additional creature within 30 ft of you.
Additionally, when you cast a spell that costs years, you may make an intelligence check. If the check meets your spell save DC, you may reduce the age cost to half, rounded down, to a minimum of 1.

...Know Your Fate...

"Be the candle, be the spark that burns brighter and brighter, until none can oppose your mastery over yourself and the force which animates all beings."

Beginning at 10th level, you gain advantage against Animancy spells and effects that age you, and you gain proficiency in Constitution saving throws. You know Anima. This is your domain.

...and Conquer Mortality.

"Conquer mortality. Show your foes the might of one who is one with the driving force of the universe. Let this carousel of existence be your stomping ground and fear not the dark corners of this world - for you... are... everywhere. You have been, you are, and will be forever until nothing is left. Your existence is a compliment to whatever created us in the first place."

As you attune to the Ethereal, you project your soul to be in both realms at once, perfectly synced. You grow lighter and more in tune with your own Anima. You gain a flying speed of 20 feet with the ability to hover, Blindsight out to 10 feet, and you can use a bonus action to teleport up to 15 feet to a place you can see. You can use this feature a number of times equal to your Intelligence modifier (a minimum of 1). You regain all expended uses when you finish a long rest.

Additionally, when you regain years from an Animancy spell, you may instead consume the energy to regain a spell slot equal to half the amount of years regained. You cannot regain a spell slot of 6th level or higher with this feature.

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