Wizard
Base Class: Wizard

Vitamancers are wizards who study the mysterious force that separates living creatures from lifeless matter: vital essence.

While necromancers seek to manipulate death and clerics call upon divine power to preserve life, Vitamancers approach life itself as an arcane phenomenon—something that can be studied, measured, transferred, amplified, and, when necessary, consumed.

To a Vitamancer, every living creature carries an invisible reservoir of energy. It pulses through blood, breath, thought, and spirit, sustaining the body and binding it to the soul. Through years of dangerous experimentation, Vitamancers learn to perceive this energy and weave it into their spells.

A skilled Vitamancer can draw upon their own vitality to empower their magic, transfer life energy from one creature to another, accelerate the body's natural ability to recover, or drain the strength from an enemy and claim it for themselves. The greatest practitioners can manipulate the flow of vitality across an entire battlefield, turning wounds into power and death itself into an opportunity.

But Vitamancy carries an inherent temptation. Life energy is an extraordinarily potent source of magical power, and the distinction between borrowing vitality and stealing it can become dangerously thin.

Some Vitamancers dedicate themselves to medicine, using their knowledge to mend wounds and preserve lives where ordinary arcane magic cannot. Others become ruthless magical predators, sustaining themselves on the vitality of those around them.

Level 3: Vitamancy Savant

Choose two spells, one from the cleric (life domain) spell list, and one from the necromancy spell list. Each of which must not be higher than level 2, and add them to your spellbook for free.

In addition, whenever you gain access to a new level of spell slots in this class, you can add one spell from either the life domain list OR the necromancy list to your spellbook, for free. The chosen spell must be of a level for which you have spell slots.

Level 3: Portent

Glimpses of the future begin to press on your awareness. Whenever you finish a Long Rest, roll two d20s and record the numbers rolled. You can replace any D20 Test made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.

Each foretelling roll can be used only once. When you finish a Long Rest, you lose any unused foretelling rolls.

At level 14, you gain 1 additional portent die.

Level 6: The Maker

Once per long rest, you may choose to heal you or an ally, or harm an enemy. Either one must be within range of your movement. Upon choosing to harm a creature, it must make a DC 16 Wisdom Saving Throw, taking half damage upon a successful save.

The hit points gained or removed will equal 1d4 plus your proficiency bonus. Damage type is Necrotic.

This will take your full turn, including hasted actions and bonus actions. You can still take your movement as normal.

Gain 1 additional hit die at level 10 (2d4), 15 (3d4), and 20 (4d4).

Level 10: Avatar of The Maker

Once per long rest, you may summon a giant susano made of pure life essence from the surrounding area that you control from the inside. It can be summoned in either attack mode or defense mode.

Attack Mode: The avatar adds +2 to your AC and restores 1 spell slot of your choosing, no higher than level 5 (2 slots at level 17).

Defense Mode: The avatar adds +1 to your AC and gives you use(s) of the spell "Shield". The number of uses is equal to your Dexterity modifier. These uses do not consume spell slots.

Level 14: The Reaper

Drawing upon your own life essence, you conjure a scimitar of pure life energy as a bonus action. You take 1d12 necrotic damage upon conjuration. The blade requires concentration. 

The Reaper: Twice per long rest, you may conjure a scimitar made of life energy as a bonus action. While you have the Scimitar in your hands, you can channel the life energy from the surrounding area to dash attack an enemy of your choosing up to 120ft, regardless of movement speed. You must make a Constitution saving throw. The 1st use will require a DC 13 Con Save. The 2nd use will require a DC 17 Con Save. Upon success, you may proceed to roll to hit. Upon failure, your movement drops to zero (for this turn), and you may take no further actions until your next turn; including hasted actions and action surge.

If you lose concentration or lose contact with the scimitar, it immediately disappears.

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