Wizard
Base Class: Wizard

Not only can you make zombies you can now keep your friends alive. Learning magic to heal has always interested you outside of religion. You've never believed in a higher power but you've always believed in protecting your friends. 

Lifesaver

Beginning when you select this school at 2nd level, the gold and time you must spend to copy an evocation spell into your spellbook is halved.

Soul Saving

At 2nd level, you gain the ability to reap life energy from creatures you heal with your spells. Once per turn when you heal one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell’s level. You don’t gain this benefit for healing constructs or undead.

Soul Searching

At 6th level, you add the revivify spell to your spellbook if it is not there already. When you cast revivify, you gain an eternal connection with their soul and know if they die again. Similarly, when you heal someone you can tell how badly damaged they are.  

Scyring of the Soul

Beginning at 10th level, you can cast the scrying spell on a person of your choice, without using a spell slot. You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're casting this spell, it can fail the saving throw voluntarily if it wants to be observed.

Soul Summoning

Starting at 14th level,  you summon deceased souls to heal the living around you. As an action, you summon the souls in a 30-foot cube originating from you. The souls look like glowing orbs of light from recently deceased people. The cube lasts for one minute. The souls are intangible and invulnerable, and they create the following effect within the cube before vanishing: 

  • The souls restore up to 400 hit points, divided as you choose among any number of creatures of your choice in the cube.
  • All healing done within the cube is at done at max-level. For example, instead of rolling 2d6 a creature would just heal for 12. 
  • Every spell of 6th level or lower ends on creatures of your choice in the cube.

Once you use this action, you can't use it again until you finish a long rest, unless you use an 8th level spell slot or higher to use it again.

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