Base Class: Wizard
This class will work as the antithesis to the “arcana domain “ cleric subclass, focusing on the healing qualities intended for the use of divine spellcasters. The specific tools the subclass uses are similar but different to the healing spells used by clerics, starting with benefits that affect the overall durability of the character before escalating towards unique variations on mass healing.
Enduring body
Through your sanamancy, you have made your body capable of enduring powerful attacks that would others mortally injure you. At 2nd level, when an attack roll against you counts as a critical roll, you receive half damage as though the attack roll was not critical.
Enduring soul
Your sanamancy magic has modified your spirit as well as your body, giving you a greater will to survive. Also at 2nd level, whenever you make a death save, you instead require only two successes instead of three to become stabilized.
Transfer life
Your research into the manipulation of life has granted you the power to take life from one creature and give it to another. At 6th level, you learn the vampiric touch spell if you haven’t already. Whenever you cast this spell, you can choose to have the hit points you gain from the spell to become temporary hit points added to your total hit points. Additionally, you can use your bonus action to give a creature you can see temporary hit points from your current hit point amount, subtracting from the amount of temporary hit points you have. You can use this feature a number of times equal to your proficiency bonus. Once you expend all uses of this feature, you can’t do so again until after a long rest.
Grow and Graft
At 10th level, you can spend a number of hours and magic creating an organ that can be used to heal injuries. In order to create an organ, you use a spell slot of any level and a number of hours equal to the level of spell slot used. You can create a number of organs equal to half your wizard level, rounded down. When a creature is injured, you can use an action to expend one of your organs, grafting it onto the injured creature. The creature heals a number of hit points equal to xd6+your proficiency bonus, where x is equal to the level of spell slot used to create the organ. If hit points gained from the organ exceed the creatures hit point maximum, the creature gains a number of temporary hit points equal to the difference.
Sanamance conversion
You have learned to channel energies destructive to life towards alternative ends. At 14th level, whenever you make a spell attack that deals damage to one or more creatures, you can instead cause the spell to heal creatures affected by it, healing each creature a number of hit points equal to the damage roll of the spell attack. If hit points gained from the spell exceed the creatures hit point maximum, the creature gains a number of temporary hit points equal to the difference. You can use this feature a number of times equal to your proficiency bonus. Once you expend all uses of this feature you can’t do so again until after a long rest.
Comments