Base Class: Wizard
Slowing death, rebirth, and fundamentally the manipulation of souls is what makes up the bounds of Mousancy. Your studies focus on balancing, a clear give and take, and consequences of playing with the fabrics of life and death. A well learned Mouser will have more tenacity for dampening the effects of the esoteric magic that tolls on the body, although a novice will most certainly be unprepared, but we all start somewhere.
It may sound simpler to explain than in practice, the fire that empowers a soul is their most powerful weapon. Passion and obsession, truth and lies, all things that have an equal and opposite that embody who someone was or will be. Transference of a mind state from one consciousness to another, even in death, stripped and pulled from the fate brought upon you and back into the Material.
This school of magic is ancient and powerful, so strong it almost went extinct for killing off its users before it could be passed on. So, if you cast this magic wisely it will become your greatest asset, if not, it will surely be your downfall.
Level 3: Life Echoes
Beginning this school at 3rd level, it becomes easier to call upon your past and future versions for help. You can add your intelligence modifier to your initiative rolls and gain resistance to psychic damage.
Level 3: Ethereal Wrath
Starting at 3rd level, whenever you gain a point of exhaustion your mind and body reel as the soul takes over. Your armor class adds your constitution modifier, and you gain an addition to all spell attacks, the addition goes up based on the number of exhaustion points score reduction.
Level 6: Heartburn
Starting at 6th level, you can fail death saves willingly while conscious to empower your damaging spells. Taking 1 death save will double your attack damage, whereas taking 2 death saves at once will give you 2 points of exhaustion but triple the spell's damage.
Level 10: From the Ashes
Starting at 10th level, you gain resistance to fire damage, get advantage on concentration saving throws, and your hit point max cannot be reduced unwillingly.
Level 14: The Precipice
Starting at 14th level, when you take a point of exhaustion or death save you gain 10 temporary hp. When you mend wounds, add your proficiency bonus to the number regained.
Pull the veil around you and bring someone back from the dead, if someone dies within 60ft of you within sight you can cause them to come back for 1 minute before they go back to being dead.
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