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Arcane Tradition: School of Life
Expanded Spell List
Spell Level | Spells |
---|---|
1st | cure wounds, false life, healing word |
2nd | gentle repose, healing spirit, lesser restoration |
3rd | aura of vitality, mass healing word, revivify |
4th | aura of life, aura of purity, death ward |
5th | greater restoration, mass cure wounds, reincarnate |
Life Savant. 2nd level. The gold and time you must spend to copy a healing or abjuration spells into your spellbook is halved.
Explosive Healing. 2th level. When you cast an instantaneous non-concentration damaging spell you can choose to instead turn the damage into healing. The spell loses all other effects if cast in this way. You regain the use of this feature when you finish a long rest or if you use your arcane recovery feature.
White Mage. 6th level. Non damage dealing spells have their DC increased by 1. The DC increases to 2 at 12th and 3 at 18th.
Vigor of Life. 6th level. When you restore hit points to a creature your magics linger. Affected creatures gain your intelligence modifier in healing at the start of their turn. The magic lingers for a number of rounds equal to your proficiency bonus. Creatures that heal from your explosive healing feature dont gain this benefit.
Savior’s Ward. 10th level. When you heal a creature, you gain temporary hit points equal to the twice the spells level.
True Heal. 14th level. When you cast a 5th level or lower healing spell instead of rolling the dice use the maximum value instead.
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