Base Class: Wizard
School of the Defiler
Some people see the study of magic as far too tedious and lengthy a process. There is an easier path to power without selling your mortal soul or praying to the gods for a pittance of their divine might. The easiest and most expedient path to arcane power is defiling. Characters can use arcane defiling to alter the outcome of their most powerful spells by ruthlessly drawing vitality from nearby life forms. Many defilers destroy their surroundings even when performing minor spells. They relish the rush of power and the intimidating effect.
Defiling transforms small plants and vital nutrients in the soil into ash. Larger plants blacken and become brittle, often dying days later. The residue of these destroyed life forms is inert, leaving defiled lands barren and scarred for decades. Creatures with whom a defiler shares a mental, commercial, or an emotional connection, such as family, pets, allies, or servants, are wracked with pain as a defiler draws power. The most powerful defilers can use the act of defiling as a weapon, harming those with whom they share no connection.
Expedited Studies
Beginning when you select this school at 2nd level, you may choose to reduce the gold and time you must spend to copy any Wizard spell into your spellbook by half. If you do, there is a 1 in 20 chance that the spell becomes corrupted and can never be added to your spellbook.
Draw Vitality
Starting at 2 level, you may draw upon the vitality of nearby life to fuel your magic, heedless of the harm you cause to the land and your allies. Whenever you miss a spell attack roll or a single enemy successfully Saves against one of your Wizard spells, you can reroll the attack or force the enemy to reroll the save but must use the second result. In addition, each ally (willing or unwilling) within 100 ft. of you takes necrotic damage equal to the Spell’s Level (0 for Cantrips) plus your Intelligence Modifier. This damage ignores immunities and cannot be reduced in any way.
Upon reaching 10 Level when using this ability, you may choose to spare a number of allies within 100 ft. of you from taking the necrotic damage, but an equal number of allies must suffer twice the damage.
Trap Vitality
At 6 Level when you kill one or more creatures with a non-Cantrip Wizard spell, you regain the expended spell slot. You must complete a short rest before you may use this ability again.
Defilers Echo
At 10 Level when you use the Draw Vitality ability, you can also choose to affect a number of enemies equal to your Proficiency Bonus
Borrowed Vitality
Starting at 14th level, you can increase the power of your most practiced spells. When you cast a wizard spell of 4 level or lower that deals damage, you can deal maximum damage with that spell, then choose an ally within 100 ft. of you to suffer half as much necrotic damage. This damage ignores immunities and cannot be reduced in any way.
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