Homebrew
Primary Ability | Intelligence and Wisdom |
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Hit Point Die | d8 per Vitalist level |
Saving Throw Proficiencies | Intelligence and Wisdom |
Skill Proficiencies | Choose 2: Arcana, History, Insight, Medicine, Nature, or Persuasion |
Weapon Proficiencies | Simple weapons |
Tool Proficiencies | |
Armor Training | Light armor |
Starting Equipment | Choose A or B: (A) Quarterstaff, Arcane Focus (orb), Leather Armor, Scholar’s Pack, and 5 GP (B) 55 GP |
Vitalists are arcane healers who channel the raw energies of magic to mend wounds, bolster allies, and protect the fragile thread of life. Through careful study and unparalleled mastery of arcane principles, Vitalists have unlocked the secrets of restorative magic, achieving feats once thought to be the sole domain of divine power. By manipulating the very fabric of existence, they weave vitality and renewal into every spell they cast.
Unlike Clerics, who serve divine entities, Vitalists rely entirely on intellect and discipline. Their power comes from meticulous research, experimentation, and an intuitive understanding of life’s arcane patterns. Vitalists often study at great magical academies or belong to secretive guilds dedicated to understanding the mysteries of life and death. They combine their healing arts with protective barriers and battlefield control, ensuring their allies survive even the direst situations.
Not every mage can become a Vitalist. Their work demands not only a brilliant mind but also compassion and adaptability. While other spellcasters focus on destruction or manipulation, Vitalists prioritize restoration and resilience, often becoming trusted protectors of their communities or invaluable members of adventuring parties. Where others see devastation, Vitalists see an opportunity to rebuild and rejuvenate.
Gain all the traits listed in the Core Vitalist Traits table.
Gain the Vitalist’s level 1 features, which include Arcane Mender, Restorative Bond, and Spellcasting.
Choose two skills from the Vitalist’s skill list: Arcana, History, Insight, Medicine, Nature, or Persuasion.
Your spellbook (or equivalent focus for storing restorative spells) is a defining tool, marking the culmination of your early studies in healing magic.
Gain the following traits from the Core Vitalist Traits table:
Hit Point Die: d8 per Vitalist level.
Armor Proficiencies: Light armor.
Skill Proficiencies: You do not gain additional skill proficiencies when multiclassing into the Vitalist.
Gain the Vitalist’s level 1 features: Arcane Mender, Restorative Bond, and Spellcasting.
See the multiclassing rules in Chapter 2 to determine your spell slots and access to spells when multiclassing into Vitalist.
Level | Proficiency Bonus | Class Features | Cantrips | Prepared Spells | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
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1 | 2 | Spellcasting, Arcane Mender, Restorative Bond | 3 | 4 | 2 | ||||||||
2 | 2 | Arcane Channeling | 3 | 5 | 3 | ||||||||
3 | 2 | Vitalist Subclass | 3 | 6 | 4 | 2 | |||||||
4 | 2 | Ability Score Improvement | 4 | 7 | 4 | 3 | |||||||
5 | 3 | Weave Life | 4 | 9 | 4 | 3 | 2 | ||||||
6 | 3 | Subclass Feature | 4 | 10 | 4 | 3 | 3 | ||||||
7 | 3 | Temporal Mend | 4 | 11 | 4 | 3 | 3 | 1 | |||||
8 | 3 | Ability Score Improvement | 4 | 12 | 4 | 3 | 3 | 2 | |||||
9 | 4 | Revitalizing Aura | 4 | 14 | 4 | 3 | 3 | 3 | 1 | ||||
10 | 4 | Subclass Feature | 5 | 15 | 4 | 3 | 3 | 3 | 2 | ||||
11 | 4 | Arcane Surge | 5 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | |||
12 | 4 | Ability Score Improvement | 5 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | |||
13 | 5 | Reweave Essence | 5 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | ||
14 | 5 | Subclass Feature | 5 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | ||
15 | 5 | Mana Conduit | 5 | 19 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | |
16 | 5 | Ability Score Improvement | 5 | 21 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | |
17 | 6 | Arcane Apotheosis | 5 | 22 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18 | 6 | Enhanced Revitalizing Aura | 5 | 23 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19 | 6 | Epic Boon | 5 | 24 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20 | 6 | Master of Arcane Restoration | 5 | 25 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Your disciplined study of arcane magic has granted you the ability to cast spells, using your mastery of intelligence to channel and manipulate healing and supportive energies.
At 1st level, you know three cantrips of your choice from the Vitalist spell list. You learn additional Vitalist cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Vitalist Features table.
The Vitalist table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of Vitalist spells that are available for you to cast, choosing from the Vitalist spell list. When you do so, choose a number of Vitalist spells equal to your Intelligence modifier + your Vitalist level (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 3rd-level Vitalist, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of Vitalist spells requires focused meditation and study of your spellbook or arcane notes: at least 1 minute per spell level for each spell on your list.
Intelligence is your spellcasting ability for your Vitalist spells. Your meticulous study and understanding of arcane principles empower your magic. You use your Intelligence whenever a Vitalist spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Vitalist spell you cast and when making an attack roll with one.
You can cast a Vitalist spell as a ritual if that spell has the ritual tag and you have the spell prepared.
You can use an Arcane Focus (see Adventuring Gear) as a spellcasting focus for your Vitalist spells.
Your mastery of restorative magic manifests in a cantrip, Arcane Mend, which heals minor wounds or repairs damaged objects. When you cast Arcane Mend, you can restore hit points to a creature equal to 1d4 + your spellcasting modifier, or repair a single break or tear in a nonmagical item. The spell’s potency increases as you gain levels in this class. See the spell’s description for details.
As a Bonus Action, you can create a magical bond with a willing creature within 30 feet of you. While bonded, whenever you cast a healing spell on one of the bonded creatures, you can share the healing with another bonded creature within 30 feet, restoring half the amount healed to the secondary target. The bond lasts for 1 minute or until you end it as a Bonus Action. You can use this feature a number of times equal to your Intelligence modifier (minimum of once) per Long Rest.
You learn to direct healing energy through your Arcane Focus. When you cast a healing spell, you can choose to channel its energy through your focus to enhance its range or potency:
You can use this feature a number of times equal to your Intelligence modifier, regaining all expended uses after a Long Rest.
You choose a Vitalist Subclass that shapes the focus of your healing magic: Path of the Vital Weaver, Path of the Shield Architect, Path of the Life Warden, or Path of the Chronomancer. The subclass grants you unique features at levels 3, 6, 10, and 14.
Your understanding of arcane healing allows you to influence life’s threads with precision. When you cast a healing spell, you can reroll any number of dice that rolled below your Intelligence modifier. You must use the new rolls.
You unlock the ability to manipulate time to heal wounds. As a Bonus Action, you can select a creature within 30 feet and roll a number of d8s equal to half your Vitalist level (rounded up). You can either restore that many hit points to the creature or remove an equivalent amount of damage that occurred within the last round. You can use this feature once per Short or Long Rest.
You exude an aura of restorative magic. As an Action, you create an aura with a 30-foot radius centered on you. For 1 minute, creatures of your choice in the aura regain hit points equal to your Intelligence modifier at the start of their turn. You can use this feature once per Long Rest.
You learn to heighten the effectiveness of your healing spells. When you cast a spell that restores hit points, you can add a bonus equal to twice your Intelligence modifier to the healing. Once you use this feature, you must finish a Short or Long Rest before you can use it again.
You gain the ability to bring creatures back from the brink of death. You can cast the Revivify spell without expending a spell slot or material components. Once you use this feature, you must finish a Long Rest before you can use it again.
Your mastery of magical energy allows you to redistribute it more effectively. When you heal a creature with a spell, you can choose another creature within 30 feet to gain temporary hit points equal to half the healing amount.
You unlock the pinnacle of arcane restoration. As an Action, you can make any number of creatures within 60 feet immune to hit point loss for 1 minute. Affected creatures cannot drop below 1 hit point. Once you use this feature, you must finish a Long Rest before you can use it again.
Your Revitalizing Aura becomes more potent. When active, the aura now restores hit points equal to your Intelligence modifier + half your Vitalist level. Additionally, enemies in the aura must succeed on a Constitution saving throw at the start of their turns or take radiant damage equal to your Intelligence modifier.
You gain an Epic Boon feat of your choice.
Your mastery of arcane healing reaches its peak. Once per Long Rest, you can cast any spell from any class’s spell list as if it were on your spell list. The spell does not require a spell slot and is cast at 9th level.
This section presents the Vitalist spell list. The spells are organized by spell level and then alphabetized. Spells marked with an asterisk (*) are custom homebrew spells that appear below.
Arcane Mend*, Blade Ward, Dancing Lights, Guidance, Light, Mage Hand, Mending, Minor Illusion, Prestidigitation, Sacred Flame, Spare the Dying, Vital Spark*
Alarm, Bless, Cure Wounds, Detect Magic, Healing Word, Mage Armor, Protection from Evil and Good, Sanctuary, Shield, Vital Mend*, Zephyr Strike
Aid, Arcane Fortification*, Augury, Enhance Ability, Healing Spirit, Lesser Restoration, Mirror Image, Scorching Ray, Vital Bond*, Warding Bond, Zone of Truth
Beacon of Hope, Counterspell, Daylight, Dispel Magic, Revivify, Spirit Guardians, Vital Step*, Water Walk
Arcane Renewal*, Arcane Eye, Banishment, Control Water, Death Ward, Dimension Door, Freedom of Movement, Stoneskin
Arcane Surge*, Commune, Cone of Cold, Contagion, Dispel Evil and Good, Flame Strike, Greater Restoration, Hold Monster, Legend Lore, Mass Cure Wounds, Planar Binding, Raise Dead, Scrying, Wall of Force, Wall of Light, Word of Recall
Arcane Beacon*, Blade Barrier, Chain Lightning, Contingency, Create Undead, Find the Path, Forbiddance, Heal, Planar Ally, Sunbeam, True Seeing, Wall of Ice
Arcane Sanctuary*, Delayed Blast Fireball, Etherealness, Finger of Death, Forcecage, Plane Shift, Regenerate, Resurrection, Temporal Mend*, Symbol
Antimagic Field, Control Weather, Sunburst, Telepathy, Time Stop, Clone
Arcane Apotheosis*, Apex Restoration*, Foresight, Mass Heal, Prismatic Wall, Wish
Homebrew
0-level (Cantrip) Transmutation
You channel arcane energy to repair minor damage or restore function to an item, including Earth-based technology. Choose one of the following effects:
Heal a Creature: A creature you touch regains hit points equal to 1d4 + your spellcasting modifier. This spell has no effect on undead or constructs.
Recharge a Device: A device with a battery (such as a smartphone, tablet, or laptop) regains power as if fully recharged.
Repair Minor Damage: You mend a single break or tear in a nonmagical object, such as a cracked screen, broken hinge, or torn cloth. The break or tear must be no larger than 1 foot in any dimension, leaving no trace of the former damage.
Restore Basic Function: If a small mechanical device (such as a watch or a toy) or electronic device (such as a smartphone or tablet) is malfunctioning but not severely damaged, you can restore its basic functionality (e.g., making a cracked screen responsive again, fixing a software glitch).
The healing increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Level 5: You can repair multiple minor breaks or malfunctions on a single object, such as fixing both the screen and the casing of a smartphone in one action.
Level 11: You can fully repair a single severely damaged object, restoring it to working condition (e.g., a shattered phone, a laptop with multiple components damaged). Magical or heavily enchanted items require a successful Arcana check (DC 15).
Level 17: You can replicate a mundane object. The duplicate appears in your hands and functions identically to the original, but it is nonmagical and lasts for 24 hours before disintegrating. The duplicate cannot include advanced or sensitive data (e.g., no cloud access or encryption keys).
Homebrew
2-level Abjuration
You imbue a creature within range with arcane energy that bolsters their defenses. The target gains resistance to one damage type of your choice: bludgeoning, piercing, slashing, fire, cold, lightning, thunder, acid, poison, or radiant.
When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Homebrew
2-level Enchantment
You create a bond between two creatures of your choice within range. Whenever one creature is healed, the other also regains hit points equal to half the amount healed. The bond breaks if either creature moves more than 60 feet away from the other or if you lose concentration.
Homebrew
3-level Conjuration
You and one willing creature within 5 feet of you are enveloped in shimmering energy and teleport to an unoccupied space you can see within range. Upon arrival, both you and the teleported creature regain hit points equal to 1d8 + your spellcasting ability modifier.
When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d8 for each slot level above 3rd.
Homebrew
4-level Transmutation
You flood a creature with restorative energy. The target regains hit points equal to 4d8 + your spellcasting ability modifier, and any one condition affecting the creature (such as blinded, paralyzed, or poisoned) is removed.
When you cast this spell using a spell slot of 5th level or higher, the healing increases by 1d8 for each slot level above 4th.
Homebrew
5-level Evocation
Choose up to three creatures within range. A surge of arcane energy flows through them, restoring 5d8 hit points to each target and removing one level of exhaustion from each of them.
When you cast this spell using a spell slot of 6th level or higher, the healing increases by 1d8 for each slot level above 5th.
Homebrew
6-level Abjuration
You create a radiant beacon of arcane energy that bolsters your allies and reveals hidden threats. Choose a point you can see within range. A shimmering sphere of light with a 30-foot radius appears at that point, illuminating the area with bright light. The sphere provides the following benefits to creatures of your choice within its radius:
If a hostile creature starts its turn in the sphere or enters it for the first time on a turn, they must make a Constitution saving throw. On a failed save, the creature takes 3d8 radiant damage and is blinded until the start of its next turn. On a successful save, the creature takes half as much damage and isn’t blinded.
When you cast this spell using a spell slot of 7th level or higher, the healing increases by 1d8, and the damage increases by 1d8 for each slot level above 6th.
Homebrew
7-level Abjuration
You create a protective dome of shimmering energy centered on a point within range. The dome has a radius of 30 feet and moves with you. Creatures of your choice within the dome have resistance to all damage and advantage on saving throws against spells and magical effects.
While concentrating on this spell, you cannot cast other concentration spells.
Homebrew
7-level Transmutation
You manipulate time to restore a creature to a healthier state. For the duration, the creature regains hit points equal to 3d10 at the start of its turn and has advantage on saving throws against death and exhaustion. If concentration ends prematurely, the target takes 1 level of exhaustion.
Homebrew
9-level Abjuration
You unleash the pinnacle of your arcane healing. Choose up to six creatures within range. Each target regains hit points equal to 50 + your spellcasting ability modifier, is cured of all conditions, and has resistance to all damage types for the duration.
Homebrew
9-level Transmutation
You touch a creature, restoring it to its peak condition. The target regains all its hit points, is cured of all diseases and conditions, and is restored to its maximum ability score values if they have been reduced. If the target has been dead no longer than 10 minutes, this spell revives them without consuming the material component.
Here are some custom feats tailored specifically to the Vitalist class. These feats are designed specifically to fit with this unique class and further distinguish it. They are broken up in to Origin, General, and Epic Boons as shown in the Players Handbook.
Homebrew
Your mastery of mending magic extends to intricate and practical applications.
Homebrew
You excel at targeted healing, ensuring no life force is wasted.
Homebrew
You draw upon latent arcane energy to amplify your healing spells.
Homebrew
Your versatile magic adapts to the needs of the moment.
Homebrew
You respond swiftly to critical situations, keeping your allies alive against all odds.
Homebrew
You radiate a field of revitalizing energy.
Homebrew
You are adept at moving through chaotic battlefields to provide aid.
Homebrew
You harness the flow of time to enhance your healing abilities.
Homebrew
Your wisdom amplifies your mastery of arcane healing.
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You transcend ordinary healing magic, restoring life and vitality beyond mortal limits.
Homebrew
Your control over time extends to both healing and defense.
When you reach level 3, you select a subclass that represents your chosen path in the arcane healing arts. These paths shape the way you practice your magic and the role you take in aiding your allies. Your subclass grants you features at levels 3, 6, 10, and 14.