Wizard - School of Reconstruction
You focus your study on manipulating magic in a way
that turns the destructive power of arcane evocation
into rejuvenating magic. For others, this gift manifests
from faith, a pledge to a patron, or a deity’s behest.
Many arcane colleges have unlocked these regenerative
powers from tireless hours poring over holy texts and
alchemical manuals. While most wizards find outlets as
talented enchanters, military artillery, or ward-makers,
the students of this school could apply their versatility
to any employment in nearly every setting, even that of
an adventurer.
School of Reconstruction Features
Wizard Level Features
2nd Creation Savant, Applied Reconstruction
6th Prolonged Regeneration
10th Blossom of Life
11th Overheal
Creation Savant
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.
Additionally, you learn two cantrips and add one 1stlevel spell to your spellbook from the cleric spell list.
These spells are wizard spells for you, but other wizards
can’t copy cleric spells from your spellbook into their
own spellbooks.
Applied Reconstruction
Starting at 2nd level, you can reverse the destructive
force of your evocation spells, transforming their power
into healing energy. When you cast an evocation spell of
1st level or higher that targets only one creature, with an
instantaneous duration, and doesn’t require concentration,
the target creature takes no damage and instead regains a
number of hit points equal to half of the total.
If the spell requires you to make an attack roll or requires
a creature to make a saving throw, the creature can choose
to be hit or fail the saving throw. The spell doesn’t impose
any status conditions.
Undead and constructs can't regain hit points in this way.
Prolonged Regeneration
Beginning at 6th level, when you cast a wizard spell that
restores hit points, living creatures affected by the spell
continues to regenerate over the next 1d4 rounds. The
creature regains hit points equal to your Intelligence
modifier at the start of its turn, provided it has at least 1
hit point remaining.
Additionally, while a creature is regenerates in this
way, it‘s immune to disease and poison. If the creature is
currently diseased or poisoned, any effects are suspended
for the duration of its regeneration.
Blossom of Life
Starting at 10th level, you can focus the healing energies
around certain pockets within the effects of your evocation
spells. When you cast an evocation spells that affects
other creatures that you can see, you can choose a
number of them equal to 1 + the spell’s level to impose an
effect that uses your wizard’s spell save DC. The chosen
creatures automatically succeed on their saving throws
and take no damage from the spell. They also regain hit
points equal to half the damage the spell would have dealt.
Undead and constructs can't regain hit points in this way.
Overheal
Starting at 14th level, you can increase the power of your
simpler spells. When you cast a wizard spell of 5th level
or lower that restores hit points, you can maximize the
healing power of that spell.
The first time you do so, you suffer no adverse effect. If
you use this feature again before you finish a long rest,
you take 1d12 necrotic damage for each level of the spell,
immediately after the healing affect occurs. Each time
you use this feature again before finishing a long rest, the
necrotic damage per spell level increases by 1d12. This
damage ignores resistance and immunity.
Additionally, you choose four spells from the cleric
spell list to add to your spellbook, one from each of the
following levels: 2nd, 3rd, 4th, 5th. These spells are
wizard spells for you, but other wizards can’t copy cleric
spells from your spellbook into their own spellbooks.
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