Wizard
Base Class: Wizard

A want to save lives and caring for living things is how they generally start their journey. Sadly, somewhere in the road they lost hope or their views shifted because they had been around death so frequently or could not save those that they wanted to save. They started looking into the darker arts to either correct their failures or from the beckoning of those on the other side. You see the deities of Death as arrogant and greedy and do all that you can to beat them at their own games. These gods may find this eternal struggle amusing and grant occasional aid or you may need to forcibly pull this power away from them to use it to your benefit. However you gained your powers, you are always aware of the inevitable progress of time and do everything in your power to slow or shift it. 

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.

Hope for the Living

You gain proficiency in Medicine

You gain immunity to disease

The cost and time it takes to copy Alchemy spells in your spell book are cut in half.

You add the Spare the Dying and Ray of Sickness spells to your spellbook if they are not there already.

Second Chances

You add the Revivify and Soul Siphon spells to your spellbook if they are not there already. 

When casting Revivify, you can only use a charged soul stone instead of its usual components. The charge is consumed upon casting.

When you cast Revivify using this alternate method, the target must have unfinished business to attend to in the mortal world or the spell fails.

If the creature that was revived ever loses it's will to live or feels at peace with it's life, the spell holding their soul in their body ends and they pass into the afterlife.

Death's Door

Through seeing Death's door open and close so many times, you have found a way to pass through it in times of peril. When you are knocked unconscious, you can fail a death saving throw to create a spiritual avatar, which cannot be damaged or be affected by any conditions, however you can cast spells and use actions like normal. Your spirit avatar is bound within 30 ft. of you body, and assumes your place in combat, stats, and any attributes you may have, however it cannot use items. Your spirit avatar cannot revive or stabilize your body, but other players still can. This effect lasts 3 rounds and you cannot use this ability again until after finishing a long rest.

Death's Mastery

Each creature within 30 feet of you that is reduced to 0 hp automatically gains a successful death saving throw and cannot instantly die unless the remaining damage exceeds 2 times their max hp if they are non-hostile to you and automatically gain a failure for their death saving throw in they are hostile unless you do not desire this.

Once per day, you may cast Spectral Soldiers without using a spell slot.

 

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