Wizard
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.

School Of Vitality Image

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