Base Class: Wizard
Necromancy is commonly considered to be the most "evil" of the various arcane fields, and this reputation is not unwarranted; many an enterprising Lich-to-be has committed, or attempted, atrocities in the name of immortality. But in its essence, necromancy is the manipulation of life and death; with spells such as Spare the Dying, False Life, Revivify, Raise Dead, Resurrection, Clone, and True Resurrection demonstrating the capability of necromancy for good, though such spells are not commonly referred to as being necromantic in nature. Spells such as Animate Dead and Create Undead show the potential for creating immortal constructs with necromantic magic, and the Magic Jar spell demonstrates the ability of necromancy to interact extensively with souls.
It is then not so much of a stretch for some necromancers, dissatisfied with the reputation their field holds as well as the horrendous means some take to achieve their goals, to decide to reclaim the image of necromancy by giving it a different name: Vivomancy, the practice of manipulating life through arcane means.
Necromancy Savant
Beginning when you select this school at 2nd level, the gold and time you must spend to copy a necromancy spell into your spellbook is halved.
Lifegiver
At 2nd level, your experience with manipulating life force allows you to enhance the health of others. You may add the False Life spell to your spellbook if it is not there already, and you can cast it on other creatures that you touch. Its duration has also increased to 8 hours.
Vitae Sensor
At 6th level, you gain the ability to sense and manipulate the life force of others. You may magically inspect a sample of blood or other organic material to gain information about the creature it came from via an Investigation check. This can include things such as spells that were affecting the creature at the time the sample was taken or collected, status effects such as poison, creature race, or enough of an idea of their appearance to recognise them if seen. It is not sufficient information to identify them alone (without additional clues) or to be able to reproduce their appearance via drawing or other means. This ability only works on creatures with blood, though it can be used on non-reanimated corpses. If it is, it can also identify the cause of death down to a general cause (arcane element type, natural element type, blunt trauma, blood loss, poison, etc.).
Alive Again
At 10th level, you have finally discovered the miracle of resurrection. You may add the Raise Dead spell to your spellbook, and for you it counts as a wizard spell. Your arcane version of the spell has a special perk: it can forcibly resurrect even those who wish to remain dead. If attempting to resurrect an unwilling target, they must succeed on a Charisma saving throw against your spell save DC. If they succeed, they are immune to the spell's effects for the next 24 hours.
Endless Existence
Finally, you have made it. By 14th level, your mastery of life allows you to create perfect copies of natural, living beings, allowing you and anyone you choose to live an infinite number of times, never once fearing death. When you cast the Clone spell (which must be learned normally) the clone takes only 7 days to reach maturity.
Comments