Wizard
Base Class: Wizard

As a member of the School of Immortality, you are dedicated to extending life, and returning life to those who have passed. While some wizards seek to achieve this via undeath, you see the undead as inferior imitation of life, barely better than death itself. Instead, you use your magic to preserve the live of those who still breath, or return breath to those to have lost it. Although Immoralists are sometimes sought out by those who wish to stave off their own death, many see their work as a perversion of nature, and treat them with suspicion.

Expanded Spell List (Optional)

You choose from an expanded list of spells when you learn a wizard spell. The following spells are added to the wizard spell list for you.

School of Immortality Expanded Spells
SPELL LEVEL SPELLS

3rd

revivify

5th

raise dead

7th

resurrection

9th

true resurrection

Death’s Nemesis

Beginning when you select this school at 2nd level, gain the ability to interrupt the process of death itself. You learn the spare the dying cantrip and it is added to your wizard spell list. It has a range of 60 feet, and you can cast it as a reaction when a creature you can see drops to 0 hit points. When you do so, the creature regains 1 hit point.

You cast this spell 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.

Persistent Life

Also at 2nd level, your magic sustains your body even under circumstances that should render you dead. When you drop to 0 hit points, you do not become unconscious. (All consequences of dropping to 0 hit points still apply; you must still make death saving throws.)

In addition, you have advantage on death saving throws.

Return from the Grave

Starting at 6th level, you add the revivify spell to your spellbook, if it is not there already. For you, it has a range of 30 feet, and the target gains temporary hit points equal to twice your wizard level and can stand up if they so choose. You can cast revivify without expending a spell slot. If you cast it in this way, the material components of the spell are not consumed.

Once you cast revivify in this way, you can’t do so again until you finish a long rest, though you can still cast it using an available spell slot.

Scripture of Life and Death

Beginning at 10th level, you can use magic to counteract the death of yourself or others. When you finish a long rest, you can write the name of a creature in your spellbook. Additionally, when you finish a short rest, you can change the name of the creature in your book to that of another creature. You can only have the name of one creature written in your spellbook at one time; writing the name of a creature erases any name already written there.

When that creature dies or drops to 0 hit points, the magic stored in your spellbook intervenes, and the creature instead to drops to 1 hit point and regains hit points equal to half its hit point maximum. The creature’s name is then erased from the book.

Eternal Life

Starting at 14th level, you have learned to use magic to sustain your body, linking it to your spellbook with arcane sigils. As long as these sigils remain in your spellbook, you no longer age, and you can’t be aged magically.

Inscribe Soul

Starting at 14th level, learn to inscribe the very nature of the soul in your spellbook. You can spend 8 hours and 1,000 gp to make an inscription of the soul of a creature you can touch. This cost represents not only the platinum inks used to create the inscription, but the materials needed to perform the ritual to bind a soul in text. There is no limit to the number of creatures you can inscribe into your spellbook, or the number inscriptions you can make of a single creature.

If the target dies, you or another creature that understands your language can read the inscription as an action. The reader must make a DC 20 Intelligence check. You have advantage on this check. On a failure, the inscription is rendered useless. On success, the target returns to life with all its hit points in a new body that appears in an unoccupied space within 5 feet of the reader, and any remaining inscriptions of the target’s soul are destroyed. The check fails if the creature’s soul is not free and willing, but not if it has been destroyed, as it has been preserved it in your spellbook.

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