Base Class: Wizard
As a soulmancer, the intricate workings of the body and soul fascinate you. You tug at the strings between life and death, working the weave in ways that may upset the gods themselves. Healing your allies is no longer reserved for those touched by the divine. This is your domain, too. Some soulmancers may be driven by the desire to keep their friends and allies safe, while others may be called to use the power contained within souls for their own gain.
There's no way to just add in cleric spell list at level 14 so honor system don't do it until level 14.
Soulmancy Savant
Beginning when you select this school at 2nd level, the gold and time you must spend to copy a soulmancy spell into your spellbook is halved.
Spirit Healer
At 2nd level, you can add the spell healing word to your spellbook. It is considered a wizard spell for you, in the school of soulmancy. You can cast healing word with a spell slot as you would a normal spell, but you can also cast healing word without using a spell slot.
Once you have cast healing word without a spell slot, you can’t do so again until you finish a long rest.
Soul Siphon
Beginning at 6th level, you can lower your maximum hit points to regain spell slots. The cost is determined by the level of the spell slot you wish to regain. Each spell slot level costs 2 hit points.
Your maximum hit points are restored after a long rest.
You can use this feature a number of times equal to your Constitution modifier. All expended uses are regained after a long rest.
Enduring
Starting at 10th level, when you drop to 0 hit points, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.
Each time you use this feature after the first, the DC increases by 5. When you finish a long rest, the DC resets to 10.
Mystical Theurge
Beginning at 14th level, you can add spells from the cleric spell list to your spellbook. These spells are considered wizard spells for you, in the school of soulmancy.
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