Base Class: Wizard
The school of Rejuvenation specializes in arcane healing, or more precisely, the manipulation of magical energy within the body. While the magic done by every wizard manipulates the weave, a Rejuvenator's spells heal and enhance others, manipulating the weave within them and fuelling them with positive energy. Known for their study of corpses, energy flows within the body and outside of it, and strange closeness to both the schools of abjuration and necromancy, Rejuvenators have powerful abilities, which are often misunderstood by other arcanist as hedge wizardry, or just pure esotericism that does not fall into the category of "academically accepted magical lore".
Arcane Healer
At 2nd level, when you pick this school, you gain the following features:
- You become proficient in the medicine skill. You can use your intelligence modifier instead of your wisdom modifier when using the medicine skill. If you are already proficient with it, you gain proficiency with another skill of your choice.
- You gain access to the School Of Rejuvenation spell list. You can learn spells from that list each time you level up (instead of Wizard spells), or copy them from books and scrolls made by other Wizards and sages who follow this school's teaching. The spells on that list are considered wizard spells for you, but due to their complexity, cannot be used in conjuction with the spell mastery feature gained at level 18. Cantrips on that list can be taken instead of Wizard cantrips.
Manipulator Of Life
At 6th level, your mastery over the energy of life grows, allowing you to use your own soul as fuel for your spells. You may cast a spell without expending a spell slot by sacrificing a number of hit dice equal to the spell's level, which cannot be used until you complete a long rest. Roll the dice; the number rolled on those hit dice is dealt to you as non-resistable necrotic damage. If that damage lowers your HP to zero, you are still able to cast that spell before losing consciousness. If you have no availble hit dice, you cannot use this feature.
Energy Siphon
At 10th level, your understanding of the ways that your soul, and the magic around you can push and pull on each other had given you new abilities. When you successfully counterspell a spell, or dispel a spell or a magical effect, you regain hit dice equal to half the level of the spell slot used for the counterspell or for the dispelling, rounded down, and may expend one or more of them immediately in order to heal yourself, or expend them all and end one of the following conditions (Poisoned, Deafened or Blinded) immideatly. Once you use Energy Siphon, you must complete a short or a long rest before using it again.
Arcane Body
At 14th level, the study of the weave, and the ways it interacts with your body and soul, had caused many positive changes in your body, and had granted you the following benefits:
- You gain resistance to poison and necrotic damage, and you have advantage on saving throws against spells and effects who deal damage of those types.
- You have advantage on saving throws against spells and effects that grant you the Stunned, Poisoned or Incapacitated condition, and against effects that lower your hit points maximum.
- You have advantage on death saving throws.
Previous Versions
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