Wizard
Base Class: Wizard

The school of immortality is a tradition whose history is shrouded in darkness. Some say that it's pioneer was Vecna, the lord of the hand and the eye, in and of himself, or one of the students or fans of the Lich. Wizards who study this tradition use necromancy to strengthen themselves and their friends, and to overcome the limitations of death. In most worlds, learning this tradition is a big taboo, as the road from specialization in it to learning dark and evil magic is particularly short. However, quite a few Wizards who want immortality for themselves or their loved ones, to free the people from dependence on divine healing, or to show nature that they control even its most basic powers, learn it. The Wizards who join this school perform an ancient and evil ritual, which creates them into a kind of undead, allowing them to live and survive with the help of only magical energy.

Student of Eternity

Starting at level 2, you learn how to break down divine magic into its smallest magical elements. When you gain a level in this class, you can add a spell from the Cleric's spell list instead of the Wizard's spell list to your spellbook, instead of one or two of the two Wizard spells you receive in each level. The spells you get must be from the school of Necromancy or Transmutation, and they must be from a level where you have spell slots. These spells are considered Wizard spells for you. You can also learn Cleric cantrips instead of Wizard cantrips, although they too are limited to the school of Necromancy or Transmutation.

Ritual of the Sun and Moon

Also at level 2, you have passed yourself a necromantic ritual that lets you use magical energy to strengthen your body and protect it from disease and toxins. As a bonus action, you can use a spell slot to recover points of damage to yourself that are equal to 1d8 for each stage of the spell slot you used, plus your Intelligence modifier (({{modifier:int}}). Alternatively, you can choose to forgo the healing gained by this ability to neutralize a poison or cure a single disease in your body.

While you can use this magic to heal yourself, you can also try it on other creatures, though it will not be particularly effective on creatures that have not undergone the ritual. As an action, you can touch creature and use this ability, though you can only heal 1 hit point + your Intelligence modifier ({{modifier:int}}), instead of the normal amount of healing from this ability, unless they are an undead. You can neutralize toxins and diseases in others as easily as you can neutralize them in yourself

Your creature type becomes undead. You no longer need to eat, drink or sleep, although you can do so if you choose.
You still need rest (not necessarily sleep, just avoiding fighting, patrolling, and all sorts of stressful activities) to avoid exhaustion..

Eternal Focus

Starting at level 6, when you concentrate on a spell, you can give yourself a +2 bonus to all saving throws that take place while keeping concentration. Once you have done this you can not do it again until the end of a short rest. In addition, when you use a spell slot of level 2 and up as part of your magical healing ability, you can also stop one effect that causes a creature to be blinded, deafened, or paralyzed.

Eternal Body

At level 10, you break the chains typical of mortality. For every 10 years that pass, your body ages only one year, your life expectancy doubles, and you can not magically age. The effects of old age do not adversely affect you. You also get resistance to necrotic and poison damage, and immunity to disease.

Eternal Soul

Starting at 14th level, you learn how to force a soul to stay in its body even when it is impossible. You learn the Death Ward spell. It is considered for you to be a Wizard spell.

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