Base Class: Wizard
School of Vitality Inspiration from post made by reddit user Gannoh2
Practitioners of the School of Vitality, commonly called vitalists or white mages, are wizards that have studied the divine magic used in healing. Through manipulation and practice, these wizards use their magic to aid the sick and wounded. They can be found serving as battlefield medics, royal doctors, and traveling healers. Clerics and druids use inherent magic of the divine to heal and bolster comrades. Through a process of arcane manipulation discovered by a young archmage by the name of Timsky, studies made by students of the School of Vitality are able to use a divine healing aura without the pestering need for lifelong dedication to a divine being.
Skilled Healer
At 2nd level you learn the cantrip Spare the Dying. It doesn't count against the number of cantrips you know. You also gain proficiency in the Medicine skill. If you are already proficient add double your proficiency bonus to any checks using it.
In addition, vitality spells are added to your Wizard spellbook. Vitalists can copy vitality spells from each other's spell books, but other wizards cannot.
Vitality Magic
Starting at 2nd level you gain the ability to recycle expended arcane energy for bolstering and healing. When you expend a spell slot choose one of the following effects.
- Choose one creature you can see within 30 feet of you. It either gains a number of temporary hit points or regains a number of hit points equal to the level of the expended spell slot (your choice)
- You gain a number of vitality points equal to the level of the expended spell slot. When you target one or more creatures with a spell that restores hit points, you can expend vitality points to make one target regain additional hit points equal to the number of vitality points expended. You can expend more vitality points to make a different target regain additional hit points as well.
Additionally, as a bonus action, you can choose one creature you can see within 30 feet of you and expend any number of vitality points. It either gains a number of temporary hit points or regains a number of hit points equal to the number of vitality points expended (your choice). You lose any unused vitality points when you finish a long rest
Bolster
Starting at 6th level, you can enhance your restorative spells
When you target a creature with a vitality spell of 1st level or higher you can give it one of the following benefits
Alacrity The target's movement speed increases by 5 feet until the end of it's next turn
Might The target receives a +1 bonus to it's attack rolls until the end of it's next turn
Ward The target gains a number of temporary hit points equal to the spell's level.
Vital Surge
Beginning at 10th level, you can use an action or bonus action to flood your body with life energy. Doing so gives you the following benefits.
- If you are blinded, deafened, poisoned, or diseased, the condition ends
- For 1 minute, your current and maximum hit points increase by your wizard level
Once you use this feature, you can't use it again until you finish a short or long rest.
Greater Bolster
Starting at 14th level, whenever you target a creature with a vitality spell of 1st level or higher, you can give it two benefits from bolster.
Skilled Healer
2nd level School of Vitality Feature
At 2nd level you learn the cantrip Spare the Dying. It doesn't count against the number of cantrips you know. You also gain proficiency in the Medicine skill. If you are already proficient add double your proficiency bonus to any checks using it.
In addition, vitality spells are added to your Wizard spellbook. Vitalists can copy vitality spells from each other's spell books, but other wizards cannot.
Vitality Spells
|
Wizard LEVEL |
Vitality SPELLS |
|---|---|
| Cantrips | Resistance, Spare the Dying |
| 1st | Cure Wounds, Healing Word, Detect Poison and Disease, Purify Food and Drink |
| 2nd | Aid, Lesser Restoration |
| 3rd | Mass Healing Word, Revivify |
| 4th | Aura of Life, Death Ward |
| 5th | Greater Restoration, Mass Cure Wounds, Raise Dead, Reincarnate |
| 6th | Heal |
| 7th | Regenerate |
| 8th | None |
| 9th | Mass Heal, True Resurrection |
Vitality Magic
2nd Level School of Vitality feature
Starting at 2nd level you gain the ability to recycle expended arcane energy for bolstering and healing. When you expend a spell slot choose one of the following effects.
- Choose one creature you can see within 30 feet of you. It either gains a number of temporary hit points or regains a number of hit points equal to the level of the expended spell slot (your choice)
- You gain a number of vitality points equal to the level of the expended spell slot. When you target one or more creatures with a spell that restores hit points, you can expend vitality points to make one target regain additional hit points equal to the number of vitality points expended. You can expend more vitality points to make a different target regain additional hit points as well.
Additionally, as a bonus action, you can choose one creature you can see within 30 feet of you and expend any number of vitality points. It either gains a number of temporary hit points or regains a number of hit points equal to the number of vitality points expended (your choice). You lose any unused vitality points when you finish a long rest
Bolster
6th level School of Vitality feature
Starting at 6th level, you can enhance your restorative spells
When you target a creature with a vitality spell of 1st level or higher you can give it one of the following benefits
Alacrity The target's movement speed increases by 5 feet until the end of it's next turn
Might The target receives a +1 bonus to it's attack rolls until the end of it's next turn
Ward The target gains a number of temporary hit points equal to the spell's level.
Vital Surge
10th-level School of Vitality feature
Beginning at 10th level, you can use an action or bonus action to flood your body with life energy. Doing so gives you the following benefits.
- If you are blinded, deafened, poisoned, or diseased, the condition ends
- For 1 minute, your current and maximum hit points increase by your wizard level
Once you use this feature, you can't use it again until you finish a short or long rest.
Greater Bolster
14th level School of Vitality feature
Starting at 14th level, whenever you target a creature with a vitality spell of 1st level or higher, you can give it two benefits from bolster.
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Posted Jun 18, 2024I had to code them in myself, and add a different name. I don’t have them uploaded since they’re too similar to the normal spells.
you can create copies of all of the healing spells in dnd beyond and just add the school of vitality as one of the additional wizard schools to learn it, or just “wizard” if it doesn’t pop up
i have some other homebrew spells to go along with the class and other classes so consider following my work. They’re un playtested though, so it could take a little while
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Posted Jun 17, 2024I was looking at this School on a different resource page, glad someone added it here but how do we get the available vitality spells to be available in character creation?