School of Reawakening

School of Reawakening

As a member of the school of reawakening, you combine the forces of necromancy with the power of conjuration. By transforming the necromantic energies of the creatures you kill into completely new conjurations, you bridge the gap between these two school of magic, creating a hybrid school that combines elements of both Conjuration and Necromancy. As you progress, you learn to shape together ever more powerful conjurations.

Conjuration/Necromancy Savant

Beginning when you select this school at 2nd level, the time you must spend to copy a necromancy or conjuration spell into your spellbook is halved.

Reawaken Soul

At 2nd level, you gain the ability to store the essence of a creature’s soul for later use. You gain a Soul Vial, which can be used to store the soul of a creature that has a CR of less than 1/4 your Wizard level, rounded up. By using a 10 minute ritual on a creature that has died within the last hour, you can store that creature’s soul in the vial. If there is already a soul within the vial, then the new soul replaces it.

Once you have a soul contained within your Soul Vial, you can release it to reform that creature. The creature has the same statistics as the creature you gathered the soul from, but it appears
slightly translucent and visibly magical. Once formed, the creature lasts for up to 1 hour, and requires your concentration to maintain. The creature is friendly to you and your companions, and obeys your spoken commands (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. Once the
duration ends, the creature’s soul is freed and the vial is emptied. Once you form a creature, you can’t do so again until you finish a long rest.

Volatile Soul

Beginning at 6th level, the creatures you create through your Reawaken Soul feature can be used as arcane explosives. When one of the creatures is reduced to zero hit points, it explodes in a burst of necrotic essence.

Each creature of your choice within a 10 ft radius of the exploding creature must make a Dexterity saving throw against your spell save DC. On a failed save, a creature takes 2d6 necrotic damage for every point of that creature’s CR. Creatures below CR 1 deal 1d6 necrotic damage. On a successful save, a creature takes half damage. 

Consume

Starting at 10th level, you can consume the soul within your Soul Vial to restore hitpoints to yourself. As an action, you may drink the contents of the vial, regaining 2d4 hit points for every point of that creature’s CR. This feature cannot restore hitpoints to a creature other than yourself.

Lasting Creation

Starting at 14th level, the creature created through your Soul Reawaken feature lasts for up to 8 hours, and no longer requires concentration to maintain.

School of Reawakening

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