```metadata title: 'Vitallier: a CON-based full-caster for 5th Edition' description: '' tags: - '' systems: - 5e renderer: V3 theme: 5ePHB ``` ```css /*=======--- Example CSS styling ---=======*/ /* Any CSS here will apply to your document! */ .myExampleClass { color: black; } /* A4 Page Size */ .page{ width : 210mm; height : 296.8mm; } ``` # Vitallier ###### Pronunciation: vih-TAL-ee-yer \ˌvɪˈtæliːɜːr\ ## quick summary The Vitallier is a Constitution-based full-caster, who casts from their own vitality. Instead of using spell slots, each spell a Vitallier casts reduces their current and maximum hit points by the level of that spell – casting a 3rd-level *Fireball* spell would cost 3 HP and reduce the character's max. HP by 3. This gives the Vitallier tremendous flexibility in choosing which spells to cast – they are not limited by a finite number of spell slots, and can continue casting as long as they have HP. The class is not without its drawbacks however: higher-level spells are far less cost-effective, and though they may have a huge amount of HP to start with, a Vitallier targeted by enemies can find themselves losing HP very quickly. * CON-based full caster * No spell slots; spells cost HP instead * No cantrips (conditional access through subclass) * No rituals * Subclasses:
{{width:20px}} *Edge Lord:* Melee weapon + cantrip specialist
{{width:20px}} *Resourcerer:* Additional uses for HP   ### Multiclassing If you allow your players to multiclass as a Vitallier, they should abide by the following restrictions: * Similar to the Warlock, you should not count Vitallier levels for the purpose of the Spellcasting Level table on PHB 165. * Unlike a Warlock's *Pact Magic*, you cannot cast vitallier spells with spell slots gained from another class, and you cannot use your *Blood Magic* feature to cast spells gained from another source. * The total level of all vitallier spells cast between long rests is limited by CON modifier and Vitallier level, as shown in the Multiclass Spellcasting table below. For example, a multiclass character including 3 Vitallier levels with a +4 constitution modifier can cast vitallier spells up to a total spell level of 18. This could be eighteen 1st-level spells, nine 2nd-level spells, or any combination in-between. \column ##### Blood-Casting: Hit Point Cost | Spell Level | Hit Point Cost | Reduction to Max. HP | |:----:|:-------------:|:-:| | 1st | 1 | 1 | | 2nd | 2 | 2 | | 3rd | 3 | 3 | | 4th | 4 | 4 | | 5th | 5 | 5 | | 6th | 6 | 6 | | 7th | 7 | 7 | | 8th | 8 | 8 | | 9th | 9 | 9 | :: {{note ##### Tracking HP & Max. HP Casting Vitallier spells reduces both HP and max. HP by the same amount. When you take damage, you may find it easier to additively track *damage taken* rather than subtractively tracking your current HP. If you do this, you only need to update your max. HP when casting a Vitallier spell: reducing your max. HP has automatically reduced your current HP relative to the tracked damage. This method makes it easier to track your blood-casting costs, as you need only update one number at a time. }} :::: ##### Multiclass Spellcasting | Vitallier
Level | Spell Limit
(+3 CON) | Spell Limit
(+4 CON) | Spell Limit
(+5 CON) | |:---------------:|:------:|:------:|:------:| | 1st | 5 | 6 | 7 | | 2nd | 10 | 12 | 14 | | 3rd | 15 | 18 | 21 | | 4th | 20 | 24 | 28 | | 5th | 25 | 30 | 35 | | 6th | 30 | 36 | 42 | | 7th | 35 | 42 | 49 | | 8th | 40 | 48 | 56 | | 9th | 45 | 54 | 63 | | 10th | 50 | 60 | 70 | | 11th | 55 | 66 | 77 | | 12th | 60 | 72 | 84 | | 13th | 65 | 78 | 91 | | 14th | 70 | 84 | 98 | | 15th | 75 | 90 | 105 | | 16th | 80 | 96 | 112 | | 17th | 85 | 102 | 119 | | 18th | 90 | 108 | 126 | | 19th | 95 | 114 | 133 | \page ## Vitallier A leather-clad dwarf kneels beside his wounded comrade, life force playing around his fingertips. Losing it will be painful, but right now she needs it more. Teeth clenched against the pain, a portly young halfling draws upon her power. The magic swells inside her, leaping from outstretched fingers as a bolt of purest lightning. Golden hair flashing in the sun, a slender human dances into the fray. Eyes fixed on blade, he grins triumphantly as it draws the first glittering thread of the blood that will fuel his magic. Where other practicioners draw their magic from gods, demons, arcane rituals or some innate gift, a vitallier draws only upon their own life force, that animating magic that resides within all creatures. This innate connection—the *'vitallier's gift'*—is passed through bloodlines as old as the world itself. In theory, others less sensitive could learn the art... but even for magic, few are willing to pay such a price. : ### The Magic of Life Itself There is magic within all creatures, that animating force that separates the living from mere matter. A vitallier can use that magic, wield it as tool or weapon, but not without cost. Never without cost. As a vitallier expends their magic, it wounds them, sapping their very life force and taking days or weeks to recover. While a vitallier lives, there will always be more magic at their disposal, but every spell they cast brings them closer to the grave. : ### Masters by Necessity Natural-born vitalliers are a rare breed, and rarer still those who would seek out this form of magic. There are easier and less painful paths to power. There are certainly paths less dangerous. But for some, there can be no choice. When times are hard, when the world demands more of a people than they have to offer, a vitallier may emerge from among them; one who would sacrifice a part of themselves so others don't have to. Most, when their trials are done, gratefully return to their lives and refuse to draw on their powers again except in the direst of circumstances. Some, however, turn to adventuring, taking upon themselves the burdens of others across the land – because they can, because someone must, because it would kill another. Some adventure for coin, bearing the pain so their children may one day be free of it. And then, of course, there are those who simply revel in combat – those for whom it hardly matters where the blood comes from, just so long as some is spilt. \column ### Creating a Vitallier As you create a vitallier, consider how you came to develop and refine your power. Was it discovered in a time of desperate need, an instinctive outburst that saved you or someone else from peril? Are you simply the latest in a long line of blood-mages? Once you came into your power, was it painstakingly practiced under the watchful eye of a mentor, or did you explore your abilities yourself? Did progress seem to come naturally, or did you have to work long and hard to expand your capabilities? How do you feel about your gift? Do you revel in the power it brings, or is it something you use only when necessary? Do you use your magic openly, or is it something you prefer to hide? : #### Quick Build You can make a vitallier quickly by following these suggestions. First, make Constitution your highest ability score, followed by Dexterity. Second, choose the hermit background. Third, choose the 1st-level spells *Bless*, *Charm Person*, *Siphon*, and *Thunderous Smite*. \page {{classTable,frame,decoration,wide : ##### The Vitallier | Level | Proficiency
Bonus | Features | Spells
Known | Maximum
Spell Level | |:----:|:--:|:-----------------------------|:--:|:----:| | 1st | +2 | Vitallier Archetype, Spellcasting| 4 | 1st | | 2nd | +2 | Bloodcraft | 4 | 1st | | 3rd | +2 | Vitallier Archetype feature | 5 | 2nd | | 4th | +2 | Ability Score Improvement | 6 | 2nd | | 5th | +3 | Fluid Vitality, Purify Blood | 7 | 3rd | | 6th | +3 | Vitallier Archetype feature | 8 | 3rd | | 7th | +3 | Drain | 9 | 4th | | 8th | +3 | Ability Score Improvement | 10 | 4th | | 9th | +4 | Clotting Factor | 11 | 5th | | 10th | +4 | Vitallier Archetype feature | 12 | 5th | | 11th | +4 | Higher Magic (6th level) | 12 | 5th | | 12th | +4 | Ability Score Improvement | 12 | 5th | | 13th | +5 | Higher Magic (7th level) | 12 | 5th | | 14th | +5 | Ageless Body, Vitallier Archetype feature | 13 | 5th | | 15th | +5 | Higher Magic (8th level) | 13 | 5th | | 16th | +5 | Ability Score Improvement | 13 | 5th | | 17th | +6 | Higher Magic (9th level) | 13 | 5th | | 18th | +6 | Vitallier Archetype feature | 14 | 5th | | 19th | +6 | Ability Score Improvement, Unfettered Magic (6th level)| 14 | 6th | | 20th | +6 | Unfettered Magic (7th, 8th, & 9th levels) | 14 | 9th | : }} ## Class Features As a vitallier, you gain the following class features. : #### Hit Points **Hit Dice:** 1d8 per vitallier level **Hit Points at 1st Level:** 8 + your Constitution modifier **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per vitallier level after 1st : #### Proficiencies **Armour:** Light armour, medium armour **Weapons:** Simple weapons, martial weapons **Tools:** None : **Saving Throws:** Constitution, Charisma **Skills:** Choose two from Deception, Insight, Intimidation, Medicine, Nature, and Sleight of Hand : #### Equipment You start with the following equipment, in additon to the equipment granted by your background: * a dagger * (*a*) a component pouch or (*b*) a simple melee weapon that deals piercing or slashing damage * leather armour * (*a*) a scholar's pack or (*b*) an explorer's pack : ### Spellcasting There is no greater magic than life itself, and you can harness the force that flows through your veins to fuel magic of your own. See chapter 10 of the *Player's Handbook* for the general rules of spellcasting and Appendix A of this document for the vitallier spell list. : #### Blood-Casting Instead of gaining a number of spell slots to cast your spells from the Spellcasting feature, you cast directly from your own life force, represented by your hit points. When you cast a vitallier spell, reduce both your current hit points and your hit point maximum by the level at which the spell is cast. Your hit point maximum is reset following a long rest. The Maximum Spell Level column of the Vitallier table show the highest level at which you can cast spells. : #### Spells Known of 1st Level and Higher You know four 1st-level spells of your choice from the vitallier spell list. The Spells Known column of the Vitallier table shows when you learn more vitallier spells of your choice. Each of these spells must be of a level at which you can cast, as shown by the Maximum Spell Level column. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the vitallier spells you know and replace it with another spell from the vitallier spell list, which also must be of a level at which you can cast. \page #### Spellcasting Ability Constitution is your spellcasting ability for your vitallier spells, since the power of your magic comes directly from your life force. You use your Constitution whenever a vitallier spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a vitallier spell you cast and when making an attack roll with one.
**Spell save DC** = 8 + your proficiency bonus +
your Constitution modifier
**Spell attack modifier** = your proficiency bonus +
your Constitution modifier
: #### Spellcasting Focus You can use a dagger or similar bladed weapon as a spellcasting focus for your vitallier spells. : ### Vitallier Archetypes Choose an archetype, a specialisation that informs the way you fight and use your magic: Edge Lord or Resourcerer, both detailed at the end of the class description. Your choice grants you features at 1st level and again at 3rd, 6th, 10th, 14th and 18th level. : ### Bloodcraft From 2nd level, you can use your action to create one of the following effects within 30 feet: * Clean or staunch a bleeding wound. * Cause flames to change colour or shape for 1 minute. * Turn up to 1 cubic foot of water to blood, or 1 cubic foot of blood to water. * Your eyes or skin glow blood-red for 1 minute. * Create an instantaneous, harmless sensory effect, such as a brief shower of rain, a puff of wind, the sound of footsteps, or the smell of ichor. ### Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. : ### Fluid Vitality Beginning at 5th level, your control over your life force is strong enough to fool others. You can spend a minute to change your appearance, appearing to be weak and frail or hearty and in good health. You may appear as old as twice or as young as half your age. Your hair may grow or recede, become grey or more vibrant, though you cannot change other aspects of its appearance. When targeted by an effect that reveals information about your health, you may choose any number: the effect perceives you as though you had that many hit points remaining. As a result, you are immune to effects that only work on creatures with a certain number of hit points or fewer, such as the spell *Sleep*. : ### Purify Blood Also at 5th level, you learn to cleanse your blood of impurities and ailments. As an action, you can end the effects of any poison or disease affecting you. : ### Drain When you reach 7th level, you learn to use the vitality of another to replenish your own. As an action, you can touch a creature. The target takes necrotic damage equal to your level, and you regain hit points equal to the damage dealt. If this would exceed your maximum hit point limit, gain the rest as temporary hit points. Additionally, the shock of being drained prevents the target from taking a reaction until the start of its next turn. : ### Clotting Factor By the time you reach 9th level, your wounds staunch themselves, even when you are unconscious. You automatically succeed on all death saving throws, though taking damage at 0 hit points causes you to fail death saving throws as normal. : ### Higher Magic At 11th level, you devise a method of casting more taxing spells. You learn all 6th level spells from the vitallier spell list, and these do not count towards your spells known. Once per long rest, you may cast a spell at 6th level, expending hit points and reducing your maximum hit points as normal. At higher levels, you can cast even more powerful spells: 7th-level spells at 13th level, 8th-level spells at 15th level, and 9th-level spells at 17th level, once each per long rest. You learn all the vitallier spells for the corresponding levels. : ### Ageless Body Once you reach 14th level, your control over your life force is strong enough that you no longer age. If you choose, you can even grow younger, your body renewing itself over the years just as others' deteriorate. Additionally, you no longer need to breathe. : ### Unfettered Magic When you reach 19th level, you are able to cast spells at 6th level more than once per long rest. You still expend hit points and reduce your maximum hit points as normal. At 20th level, this ability extends to casting spells at 7th level, 8th level, and 9th level. \page ## Vitallier Archetypes Vitalliers directly harness their own life force, manipulating and expending it to realise their will. The will to be realised, however, varies from practicioner to practicioner – vitalliers use their powers for different purposes. Your choice of archetype is a reflection of your approach to combat; a skillset you have spent time developing. : ### Edge Lord Life is a game: you win, or you die. And as in any game, the victor is the one who uses all the tools at their disposal, the one who has mastered all weapons. The mastery is that breaking and blending of metals and magic to one singular purpose, the outlook that everything can be used in the fight, that everything is a weapon. There is magic in blood, and to waste it when spilled would be to throw that weapon aside. Edge Lords wield it. : #### Life Sabre At 1st level, you learn to extend your life force into your weapon, treating it as an extension not just of your arm, but of your very soul. Choose a weapon that you are proficient with. When you attack with this weapon, you can use your Constitution modifier, instead of Strength or Dexterity, for the attack and damage rolls. You can transfer this ability to a different weapon at the end of a short rest. : #### Combat Cantrips When you reach 3rd level, you learn to cast simple magics from freshly-spilled blood. ***Cantrips.*** You learn two edge lord cantrips of your choice from the list in *Appendix A* of this dicument, and one more of your choice at 6th, 10th, 14th, and 18th level. Each time you learn a new edge lord cantrip, you can also replace one edge lord cantrip you know with a different one. ***Combat Casting.*** You lack the magical training to use these cantrips as other classes would – ignore their listed casting times. Instead, when you take the Attack action on your turn and injure a creature, you can cast one of your edge lord cantrips as a bonus action. : #### Close Combat Casting Also at 3rd level, you learn to use your magic confidently, even while embroiled in close combat. Being within 5 feet of a hostile creature no longer imposes disadvantage on your ranged spell attack rolls. : #### Extra Attack Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. \column #### Lifeblood At 10th level, you learn to harness the burst of vitality released when a creature dies before the end of its natural life. When a medium or larger creature dies within 15ft of you, you can use your reaction to regain a number of hit points equal to twice your Constitution modifier. : #### Matador Step By the time you reach 14th level, you are skilled in predicting and manipulating the movement of your enemies. On your turn, you can use your reaction to swap positions with a hostile creature within 5 feet of you, and gain advantage on all attack rolls against that enemy for the rest of your turn. Matador Step costs no movement, and does not trigger opportunity attacks. : #### Rapid Casting Starting at 18th level, when you take the Attack action and injure a creature, you can use your bonus action to cast a spell with a normal casting time of 1 action. :: ### Resourcerer Life is a game: you win, or you die. And as in any game, the victor is the one who understands all the tools at their disposal, the one who understands their method. The method is that taking and bending of materials and people to one singular purpose, the outlook that everything can be used in the fight, that everything is a resource. And though you might be fighting solely to protect it, your life is a resource. Resourcerers use it. : #### Transfuse When you choose this archetype at 1st level, you learn how to transfer your life force directly into others. As a bonus action, you can touch a creature and transfer any number of hit points to it, reducing your current hit points by the same amount. : #### Subclass Spells Through careful exploration, you learn more ways to use your blood. At 3rd, 5th, 7th, and 9th level you gain access to additional spells. These spells do not count against your number of spells known. | Vitallier Level | Extra Spells | |:----:|:-------------| | 3rd | *gentle repose*, *locate animals or plants* | | 5th | *feign death*, *thunder step* | | 7th | *death ward*, *locate creature* | | 9th | *contagion*, *creation* | \page #### Harm At 6th level, you learn to empower your magic at the cost of vitality. Once per turn when you injure a creature, you can sacrifice a number of hit points up to twice your character level. Add them to the attack or spell as force damage. If multiple creatures were injured simultaneously, the damage is applied in full to each affected creature. : #### Supreme Focus Beginning when you reach 10th level, your concentration is extremely difficult to break. When you fail a concentration save, you can choose to succeed instead. If you do so, your grasp on your life force wavers momentarily. Reduce your current hit points and your hit point maximum by the difference between your roll and the save DC. : #### Iron Will From 14th level, your magic is difficult to resist. When you cast a spell that forces an enemy to make a saving throw against your spell save DC, you can reduce your current and maximum hit points by any number to raise the save DC by the same amount. This must happen before the die roll. : #### Sympathetic Vitality When you reach 18th level, you learn to provoke a sympathetic reaction in the life force of others, causing changes in their vitality that mirror your own. When you take damage or receive healing, you can use your reaction target a creature within 15 feet: the creature loses or regains half as many hit points as you did. \page # Appendix A: Vitallier Spell List
​\* see *Appendix B*
{{spellList,wide ##### Cantrips
(*Edge Lord only*) - Acid Splash - Blade Ward - Chill Touch - Poison Spray - Primal Savagery - Raise Mound \* - Ray of Frost - Repel \* - Shocking Grasp - Thorn Whip - Thunderclap - True Strike ##### 1st Level - Animal Friendship - Bane - Bless - Burning Hands - Charm Person - Compelled Duel - Detect Magic - Detect Poison & Disease - Earth Tremor - Ensnaring Strike - Expeditious Retreat - Heroism - Inflict Wounds - Lightning Blast \* - Magic Missile - Purify Food & Drink - Siphon \* - Tasha's Hideous Laughter - Thunderous Smite - Thunderwave - Wrathful Smite ##### 2nd Level - Aganazzar's Scorcher - Alter Self - Blindness/Deafness - Branding Smite - Calm Emotions - Detect Thoughts - Enhance Ability - Force Field \* - Gentle Repose - Gust of Wind - Hold Person - Knock - Lesser Restoration - Locate Animals or Plants - Luminol \* - Magic Weapon - Phantasmal Force - Ray of Enfeeblement - Suggestion - Warding Wind ##### 3rd Level - Bestow Curse - Blinding Smite - Catnap - Create Food & Water - Dispel Magic - Fear - Feign Death - Haste - Lightning Bolt - Life-Bind \* - Plant Growth - Sending - Speak with Dead - Tiny Servant - Vampiric Touch ##### 4th Level - Aura of Purity - Blight - Charm Monster - Compulsion - Death Ward - Dominate Beast - Fabricate - Grasping Vine - Immortality Field \* - Locate Creature - Otiluke's Resilient Sphere - Polymorph - Staggering Smite - Stone Shape ##### 5th Level - Cone of Cold - Contagion - Creation - Destructive Wave - Dominate Person - Dream - Enervation - Far Step - Flame Strike - Hold Monster - Holy Weapon - Immolation - Negative Energy Flood - Scrying - Steel Wind Strike - Synaptic Static - Wall of Force ##### 6th Level - Chain Lightning - Disintegrate - Flesh to Stone - Heal ##### 7th Level - Finger of Death - Mordenkainen's Sword - Power Word Pain - Regenerate ##### 8th Level - Abi-Dalzim's Horrid Wilting - Dominate Monster - Earthquake - Feeblemind ##### 9th Level - Power Word Heal - Power Word Kill - Psychic Scream - True Polymorph }} \page # Appendix B: New Vitallier Spells #### Raise Mound *Evocation cantrip* **Casting Time:** :: 1 action **Range:** :: 30 feet **Components:** :: V, S **Duration:** :: Concentration, up to 1 minute You can raise a 5ft mound of loose or packed earth within range. It remains for the duration, providing three-quarters cover. When the spell ends, the mound collapses, turning its space into difficult terrain. : #### Repel *Evocation cantrip* **Casting Time:** :: 1 action **Range:** :: 10 feet **Components:** :: V, S **Duration:** :: Instantaneous One Large or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 10 feet away from you. : #### Lightning Blast *1st-level evocation* **Casting Time:** :: 1 action **Range:** :: Self (15-foot cone) **Components:** :: V, S, M **Duration:** :: Instantaneous You extend a hand and spread your fingers to release a crackling fan of electricity in a direction you choose. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 2d10 lightning damage on a failed save, or half as much damage on a successful one. The lightning ignites flammable objects in the area that aren’t being worn or carried. **At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot above 1st. : #### Siphon *1st-level necromancy* **Casting Time:** :: 1 action **Range:** :: 30 feet **Components:** :: V, S, M **Duration:** :: Concentration, up to 1 minute A thin wisp of white light connects you to your target. Make a ranged spell attack against that creature. On a hit, your target takes 1d6 necrotic damage, and you regain hit points equal to the damage taken. On each of your turns for the duration, you can use a bonus action to deal 1d6 necrotic damage to the target automatically, healing the same amount. The spell ends if you use your bonus action to do anything else, if the target is ever outside the spell's range, or if it has total cover from you. If the spell ends as a result of your concentration being broken, the spell momentarily reverses flow before being severed. Take 1d6 necrotic damage, and your target heals the same amount. : #### Force Field *2nd-level abjuration* **Casting Time:** :: 1 reaction, taken when a creature within range takes damage **Range:** :: 15 feet **Components:** :: S **Duration:** :: Instantaneous A shimmering barrier of magical force surrounds the target, absorbing the damage they would have taken. Instead, you take half as much damage, applying your own resistances and vulnerabilities, and reduce your hit point maximum by the same amount. : #### Luminol *2nd-level evocation* **Casting Time:** :: 1 action **Range:** :: Self **Components:** :: V, S, M **Duration:** :: Concentration, up to 10 minutes For the duration, you can sense the presence and location of blood and living creatures within 60 feet of you. They appear a glowing, ghostly blue, even if invisible or otherwise hidden. Although you can see each creature's size and form, the glowing auras are not detailed enough to recognise individuals. These glowing shapes appear through most barriers, but are blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. : #### Life-Bind *3rd-level enchantment* **Casting Time:** :: 1 bonus action **Range:** :: 30 feet **Components:** :: V, S, M **Duration:** :: Concentration, up to 1 minute You bind your vitality to that of another creature within range. For the duration, any damage taken by either you or the target is also taken by the other. Any healing is likewise mirrored. If this spell ends as a result of taking damange and failing the resulting concentration check, this damage is still applied to the life-bound creature. \page # Appendix B: New Vitallier Spells, cont. #### Immortality Field *4th-level abjuration* **Casting Time:** :: 1 action **Range:** :: Self (15 foot radius) **Components:** :: V, S, M **Duration:** :: Concentration, up to 1 minute You exude an aura around you with a radius of 15 feet. When a creature within the radius would be reduced to 0 hit points, it is reduced to 1 hit point instead. Any remaining damage is taken by you instead. If you take damage that would reduce you to 0 hit points while under the effect of this spell, you are instead reduced to 1 hit point, and your hit point maximum is reduced to 1. The spell then ends. : #### Paralysing Touch *3rd-level evocation* **Casting Time:** :: 1 action **Range:** :: Touch **Components:** :: S **Duration:** :: Concentration, up to 1 minute Making contact with a creature's bare skin, you deaden its pulse and cause its muscles to seize. The target must succeed a Constitution saving throw or be paralysed and fall prone. Each time the target takes damage, it can repeat this saving throw, ending the spell on a success. For the duration of the spell, if you are unable to touch the creature at least once each round, the spell also ends at the end of your turn. This spell has no effect on constructs, elementals, or oozes. : #### Aura of Sluggishness / Sap Strength *3rd-level necromancy* **Casting Time:** :: 1 action **Range:** :: Self (10-foot radius) **Components:** :: S **Duration:** :: Concentration, up to 1 minute An energy-sapping aura radiates from you. Until the spell ends, the aura moves with you, centred on you. Each other creature within the aura has its speed halved, moves as though through difficult terrain, and has disadvantage on Strength and Dexterity saving throws. : #### Quicken *Nth-level evocation* **Casting Time:** :: 1 action **Range:** :: Self (10-foot radius) **Components:** :: V, S **Duration:** :: Concentration, up to 1 minute An invigorating aura radiates from you. Until the spell ends, the aura moves with you, centred on you. Each creature within the aura, including you, has advantage on all saving throws, and attacks against them are made at disadvantage. : #### Fleshcraft (only if differentiated from Alter Self) : #### Arkash's Fleeting Revival *2nd-level necromancy* **Casting Time:** :: 1 minute **Range:** :: Touch **Components:** :: V, S **Duration:** :: 8 hours You touch a dead creature which has been dead no more than a year, imbuing it with a measure of your own vitality. If the creature's soul is free and willing, it is returned to life until the spell ends, with a number of hit points equal to half your normal hit point maximum. Reduce your current and maximum hit points by the same amount. This spell heals all wounds, restores any missing body parts, neutralises any poison and cures any disease affecting the creature at the time of its death. When the spell ends, the creature dies. \page # Invisible Notes Page ``` ## Notes Blood Test: "...when you injure a creature *that has less than half its hit points remaining ... if you target a creature with more than half its hit points remaining, you learn nothing*"? #### well-suited races Dwarf, Mountain: Medium armour, +STR Dwarf, Hill: + HP = level Halfling, Stout: +DEX, Lucky, Nimbleness Var. Human: Feat Gnome, Rock: Adv. vs magic saves Half-Orc, Genasi, Goblin, Hobgoblin, Goliath, Lizardfolk, Triton ## graveyard ### Regenerative Burn At 7th level, you can regenerate some of your lost vitality. As a bonus action, reduce your hit point maximum by an amount up to your vitallier level, and regain twice than number of hit points. If this would exceed your maximum hit point limit, gain the remainder as temporary hit points. ### Lie Really Still By 2nd level, you have learned to feign death. As an action, you can stop breathing and still the blood in your veins, appearing dead to all outward inspection and to spells used to determine the target's status. For the duration, you do not need to breathe, living solely off the life force within your veins. Until you use an action to end the effect, you are paralysed and prone, and lose 1 hit point per minute. Any disease or poison affecting you is suppressed for the duration. #### Blood Test At 3rd level, you can determine the health of other creatures from blood they have spilled. When you injure a creature, you can choose to learn how many hit points it has remaining. When you do so, reduce your hit point maximum by one. Additionally, you can make a Constitution (Survival) check to examine spilled blood and learn how many hit points the creature had remaining at the time of injury. ### Racial Blindness Starting at 18th level, the ever-changing nature of your life force masks you from some magics. You can choose whether you appear to magical effects as a humanoid, beast, giant, or dragon. If you appear as a humanoid, you can choose to appear as a race of your choice. When you are affected by a spell with effects that differ depending on the type of creature, you are treated as though you are not the specified type. When you are targeted by a spell that targets a specific type of creature, such as humanoids, you can choose to be unaffected by the spell. ##### | Condition | Damage Type | |:----:|:-------------| | Blinded | Radiant | | Deafened | Thunder | | Grappled | Force? | | Frightened | Psychic? | | Poisoned | Poison | | | | | | | ### Taint Blood 2nd level If you have a vial of acid, you can use it to taint your blood as an action. While affected by the acid, any magical damage you deal is instead acid damage, and you take 1d6 acid damage each round until the effect ends. [other options] ### Life Sabre #### combat cantrips old description Once you choose this archetype at 3rd level, you have trained to cast your simplest magics even while embroiled in combat. When you take the Attack action on your turn, you can use your bonus action to cast a cantrip, regardless of its listed casting time. If you injured a creature with your Attack, you can use their spilled blood in place of your own; the cantrip does not cost you a hit point. #### resourcerer feature? alternatively, 18th-level feature: once per long rest, choose two creatures within 60 feet of you and each other. As an action, bind their vitality together - any damage taken by one is also taken by the other, and any healing is likewise mirrored #### Greater Binding *6th-level enchantment* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S, M - **Duration:** 8 hours ___ You bind the vitality of two creatures within range. For the duration, any damage taken by one creature is also taken by the other. Any healing is likewise mirrored. When one creature is reduced to 0 hit points, it retains its full capabilities while the other lives. If both creatures are reduced to 0 hit points, they fall unconscious and the spell ends. ```