Wizard
Base Class: Wizard
The tradition of Life Magic explores all avenues at extending life, delving into both necromancy and transmutation, rather than specializing in either of those schools.  
Life moves through all beings, like water down a river. To you, this is a resource that can be harnessed like any other.
Some life mages are saintly wizards who sacrifice themselves to heal the downtrodden. Others become tyrants and cult leaders who sacrifice their followers to extend their own life. And still others remain simple utilitarians who seek only to reallocate life force from the wicked (or indolent) to the virtuous (or at least: industrious) where it can be put to more profitable use. 

Swift Reconstruction

Starting at 2nd level, you become remarkably adept at manipulating your physical form and life force. 
If you cast a necromancy or transmutation spell that only affects yourself, you can change the spell’s casting time to 1 bonus action for this casting, provided the spell’s casting time is normally 1 action.
You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

Redistribute Vitality

Starting at 2nd level, your spells can tap into the life force of your allies. When you cast a necromancy or transmutation spell on a willing creature other than yourself, you can siphon hit points to or from that creature equal to twice the spell’s level. 

Arcane Transfusion

Starting at 6th level, your focus in this tradition allows you to transfer life force between creatures in greater quantities than other wizards. 
When you deal necrotic damage to one creature in order to heal another creature with a wizard spell (such as vampiric touch or life transference), you can deal maximum damage instead of rolling. 
You can use this feature twice. You regain all expended uses of it when you finish a short or long rest. Alternatively, you can expend a spell slot of 1st level or higher to regain one use of this feature. 

Harvest Life

Starting at 10th level, you can use the life force you siphon from creatures to power your transmutative spells.
When you cast a necromancy spell that deals necrotic damage to a creature using a spell slot, you temporarily regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and must be used before the end of your next turn on a necromancy or transmutation spell that targets only yourself.

Homunculic Possession

At 14th level, you add the create homunculus spell to your spellbook, if it is not there already. 
In addition, you can spend 8 hours transforming your homunculus into a sand-like substance that a willing creature can slowly ingest or absorb through its skin as part of the ritual. 
As long as your homunculus is in this host, and all three of you are on the same plane of existence:
  • You age at a slower rate. For every 10 years that pass, your body ages only 1 year, and you are immune to being magically aged. 
  • Whenever you or the host regains hit points, you can redistribute them as you choose between the two of you. 
  • When you cast a necromancy or transmutation spell on yourself, you can have it affect the host instead. 
  • As an action, you can reduce your physical age by one year while simultaneously aging the host, or vice versa. You both gain a point of exhaustion each time you do this. 
  • While in this form, the homunculus cannot use its telepathic bond or any of its other abilities.
You can end this bond as an action, causing the homunculus to vacate the host, pouring out of their mouth, ears and other orifices, and transform back into its original form. The bond also ends if you or the host dies.

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