Wizard
Base Class: Wizard

Masters at the manipulation of life energy, school of idomancy wizards bring a new focus to necromancy. Those who use the powers of idomancy use the life energy of the creatures around them to fuel their spells. Powerful idomancers have the ability to transfer their life energy to a different body, granting them virtual immortality.

Vampiric Regeneration

At 2nd level, you gain the ability to reap life energy from creatures around you. As a bonus action on your turn, you may attempt to create a spell slot from the life energy of a creature of your choice that you can see within 30 feet of you. This creature must make a charisma saving throw against your spell save dc. On a fail, the creature’s maximum hit points are decreased by your wizard level, and you regenerate one spell slot up to level {scalevalue}. You may use this feature a number of times equal to your intelligence modifier, recharging all of the uses on a long rest.

The level of spell slot that may be regained from this feature increases to 2nd level at level 7, 3rd at level 11, 4th at level 15, 5th at level 17, and 6th at level 20.

Sharing of Life

At 6th level, you gain the ability to transform magical energy into healing energy. As an action, you may touch a creature and expend one spell slot to heal a creature a number of hit points equal to the level of the spell slot multiplied by your intelligence modifier (minimum of 1).

You may also transfer a spell slot using this feature. As a  bonus action, you may touch a creature and expend one spell slot. If the target can cast spells and the spell slot is a level it can cast, it gains a spell slot of equal level. If it is above the level of spell the target can cast, it gains a spell slot of the highest level it can cast.

Idomancy Path

At 10th level, you chose what path your powers lead you down. The path of light, a way of necromantic healing, or the path of darkness, a way of self-preserving dark magic.

Path of Darkness

Upon choosing the path of darkness, you may add your intelligence modifier (min 0) to the damage dealt by your vampiric regeneration feature. Additionally, as a reaction when you take damage,  you may expend one spell slot of 6th level or higher to gain resistance to that type of damage for 1 minute.

Path of Light

Upon choosing the path of light, you add the cantrip spare the dying to your spellbook. You may cast it as a bonus action at a range of 30ft. Additionally, you add the spells revivify and raise dead to your spellbook.

Idomantic Mastery

At 14th level, you have mastered the necromantic art of idomancy. You gain a feature based on the idomancy path you chose.

Body Thief

The dark powers of self-preservation you posses have grown enough to allow you to steal the bodies of others. You may perform a 10 minute ritual to attempt to transfer your mind and soul into an incapacitated creature’s body. The creature must make a charisma saving throw, with advantage if their challenge rating or character level is higher than your character level. On a fail, you suffer a level of exhaustion and are transferred into the body, gaining the strength, dexterity, and constitution scores of the creature as well as their racial abilities. You keep your intelligence, wisdom, and charisma scores, as well as your class and level. You lose your original racial traits, replacing them with the new ones. If the creature succeeds its saving throw, you suffer four levels of exhaustion and 30 necrotic damage, and the target creature is no longer incapacitated. Additionally, the creature gains a +10 bonus to its saving throws against future attempts to take its body using this feature.

Resurrection Savant

Your powers of necromantic healing have grown immensely powerful. When casting a resurrection spell, you may suffer one level of exhaustion to cast the spell without using material components.

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