Wizard
Base Class: Wizard

The knowledge of Arcane Revivification is a coveted treasure throughout the planes. The secret to evading death has inspired the actions of tyrants, scholars, and gods since time immemorial, and to have found some piece of the eldritch puzzle marks you as a creature of unfathomable luck, one whose work, mind, and very soul are worthwhile prizes to creatures who also seek a physical immortality. You begin on this path with the knowledge of how to revive yourself when you would otherwise die, but your use of this power is limited, and putting yourself into situations where death comes easily is all but begging for the chance for your arcane safeguard to fail. Be prepared, but know that those who fear death will always be outdone by those who live with reckless abandon.

Stasis

Starting at 2nd level when you choose this school, you learn the secret to self preservation in the face of death. When you finish a long rest you may choose to sacrifice a spell slot for the day. If (and when) you would drop to 0 hit points, rather than falling unconscious, you enter a state of suspended animation, at the end of which you heal a certain number of hit points and return to life. This stasis lasts a number of rounds equal to 1/2 x the level of the spell slot sacrificed (rounded up, minimum 1), and the amount healed equals 5 x the spell slot level. You must finish a long rest before you can use this feature again, and if you drop to 0 hit points before your next long rest you automatically fail 1 death save.

Reckless Squire

Following your uncovering the secret of cheating death, you begin to take more risks and try new things. Also starting at 2nd level you add half your proficiency bonus (rounded down) to attacks made with any simple weapon, short swords, and long swords. At 10th level you are considered proficient with these weapons.

Preemptive Casting

Starting at 6th level, when you sacrifice a spell slot for your Stasis feature, you can choose to sacrifice a prepared spell of that level and forego your Stasis ability to automatically cast the spell when you drop to 0 hit points. A spell with a range of 5 feet or more that only deals damage to a single target targets the creature that last dealt damage to you. Any spell with an area of effect is centered on you. Unless the damage of a spell would kill you outright, you suffer no negative effects of spells cast in this way.

Stubborn Undeath

At 10th level, you’ve become so accustomed to dying you sometimes don’t even notice you’ve died. Immediately when you drop to 0 hit points you can choose to forego your Stasis ability to become a Specter. This ghastly transformation lasts a number of rounds equal to the level of the spell slot sacrificed. While in specter form, the damage dealt by your Life Drain ability is siphoned into a special healing pool, and at the end of the Stasis period you return to life with a number of hit points equal to your remaining healing pool. If you are reduced to 0 hit points while in Specter form, or you end your transformation with nothing in your healing pool, you return to your natural form, fall unconscious, and begin to make death saving throws as normal.

Coveted Soul

By 14th level, various entities throughout the planes have taken notice of your bizarre propensity for avoiding death. Various creatures from the lower planes, and even a few angels, are willing to bargain for your elusive soul.
By performing an hour long ritual, you can summon either an angelic, demonic, or diabolical being and negotiate a minor boon from them in exchange for the rights to your soul. If you should die during the course of the contract (maximum duration 1 week), your soul is taken by that entity and you cannot be restored to life by any means unless the parties attempting to resurrect you negotiate for your soul with its current owner.

Angelic Boons:

  • At any time during the agreed upon term, you can grow a pair of angelic wings as an action. The wings shed bright light to a radius of 15 feet, and dim light for another 15 feet. The wings have a flying speed of 60 feet and last 8 hours.
  • Once per day during the agreed upon term, you can cast the spell Guardian of Faith without using a spell slot.
  • For the duration of the agreed upon term, you can prepare the spells Guiding Bolt, Cure Wounds, and Sanctuary. These count as Wizard spells for you.
  • Choose a Divine Domain. At any time during the agreed upon term, you can use the Channel Divinity feature of that domain or to cast Turn Undead, treating all associated effects as if you were a Cleric of equal level.

Demonic Boons:

  • At any time during the agreed upon term, you can gain resistance to all damage types except radiant, to which you are vulnerable, for 1 hour.
  • Once per day during the agreed upon term, you can cast Evard’s Black Tentacles without using a spell slot.
  • During the agreed upon term, you can prepare the spells Hex, Wrathful Smite, and Command. These count as Wizard spells for you.
  • At any time during  the duration of the contract, for one 24 hour period during the agreed upon term, you gain a quasit familiar and access to the Eldritch Invocation Voice of the Chain Master.

Diabolical Boons:

  • At any time during the agreed upon term, for one 24 hour period, you have access to a pool of Luck Points equal to your Intelligence modifier, which function per the feat Lucky.
  • Once per day during the agreed upon term, you can cast the spell Insect Plague without using a spell slot.
  • For the the duration of the agreed upon term, you can prepare the spells Hellish Rebuke, Armor of Agathys, and Searing Smite. These count as Wizard spells for you.
  • Once per day during the agreed upon term, you can make one use of the Warlock feature Hurl Through Hell.

Previous Versions

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