Wizard
Base Class: Wizard

A forbidden breed of magic deemed unfit for use, Alchemancery harnesses the untapped potential of spirits to fuel it's potent magic. The title of Alchemancer is given to those who have learned of the ancient techniques to manipulate and transform souls to fuel their magic. Alchemancery is scarcely known beyond it's similarity to Alchemy and remains but dormant texts, save for the few willing to pay it's toll.

Bio Manipulator

Beginning at 2nd level, you can cast the False-Life Spell as a bonus action once per short rest and your cantrips and 1st level spells can instead be cast using temporary hit-points instead of life-force or regular hit-points. However, spells and cantrips cannot be cast using a mix of temporary and regular hit-points. For example, if you have 5 temporary hit-points and a spell requires 6 hit-points, you must drain regular hit-points, however this does not consume the temporary hit-points.

Soul Tinkerer

Beginning at 6th level,  gain access to the Store Soul Essence spell.

Alchemancerical Achievement

Beginning at 8th level, your greatly increased practice has granted you a choice of direction for your powers to come. You may choose one of two Feats: Metallic Maestar or Elemental Exceptionist.

Soul Sorcery Savant

Starting at 14th level, you gain access to the spells: Soul BlastSoul Drain Aura and Soul Siphon and resistance to necrotic damage.

When casting any spell dealing necrotic damage, you may choose to add your constitution modifier to both the hit and attack roll once per short rest. The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a short rest, you take 1d6 necrotic damage, immediately after you cast it. Each time you use this feature again before finishing a short rest, the necrotic damage per spell level increases by 1d6. This damage ignores resistance and immunity.

When you make contact with an enemy, they must succeed a wisdom save or be frightened until the end of your next turn. 

 

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