Zeomancer
Life on Demand
Beginning at 2nd level, you can accelerate the body's natural healing when it is needed the most. As an
action, a creature you touch can expend a number of its hit dice equal to your spellcasting modifier
(minimum of 1) to regain hit points. After you use this feature, you must finish a short or long rest.
At 5th level, a creature can also add it's Constitution modifier to hit points recovered this way. At level 10,
you may use this feature twice between rests.
Unholy Resistance
Beginning at 2nd level, the time you've spent wielding negative energy has made itself a part of you. You
have resistance to necrotic damage and your hit point maximum cannot be reduced. At 5th level, this
feature exentends to your gear and grants you an immunity.
Expanded Intellect
Beginning at 6th level, your studies of death and undeath have opened up new possibilities for you. You
gain the spare the dying cantrip. You also add the following spells to your list spells to learn from: cure
wounds, lesser restoration, beacon of hope, feign death, revivify, death ward, greater restoration,
resurrection, and mass heal.
Aura of Wellbeing
Beginning at 10th level, you emanate an aura that rejuvenates and prolongs the life of others around
you. If an allied creature begins its turn within 10 feet of you, it gains hit points equal to your proficiency
bonus if its hit points are below half its hit point maximum.
Refusal
Beginning at 14th level, you can decide to ignore death if it's too inconvenient. If a creature within 5 feet
of you that you can touch (including you) drops to 0 hit points, you may use your reaction to cause that
creature to drop 1 hit point instead. You must finish a short or long rest before you can use this feature
again.
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Cantrip
Spare the Dying
Necromancy cantrip
Casting time:          1 action
Range:                 Touch
Components:            V, S
Duration:              Instantaneous
You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no
effect on undead or constructs.
1st Level
Cure Wounds
1st-level evocation
Casting time:           1 action
Range:                  Touch
Components:             V, S
Duration:               Instantaneous
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability
modifier. This spell has no effect on undead or constructs.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing
increases by 1d8 for each slot level above 1st.
2nd Level
Lesser Restoration
2nd-level abjuration
Casting time:         1 action
Range:                Touch
Components:           V, S
Duration:             Instantaneous
You touch a creature and can end either one disease or one condition afflicting it. The condition
can be blinded, deafened, paralyzed, or poisoned.
3rd level
Beacon of Hope
3rd-level abjuration
Casting time:         1 action
Range:                30 feet
Components:           V, S
Duration:             Concentration, up to 1 minute
This spell bestows hope and vitality. Choose any number of creatures within range. For the
duration, each target has advantage on Wisdom saving throws and death saving throws, and
regains the maximum number of hit points possible from any healing.
Feign Death
3rd-level necromancy
Casting Time:          1 action
Range:                 Touch
Components:            V, S, M (graveyard dirt (a pinch))
Duration:              1 hour
( Need to write in description. )
Revivify
3rd-level necromancy
Casting time:        1 action
Range:                   Touch
Components:              V, S, M (diamonds worth 300 gp, which the spell consumes)
Duration:                Instantaneous
You touch a creature that has died within the last minute. That creature returns to life with 1 hit
point. This spell can't return to life a creature that has died of old age, nor can it restore any
missing body parts.
4th Level
Death Ward
4th-level abjuration
Casting time:         1 action
Range:                Touch
Components:           V, S
Duration:             8 hours
You touch a creature and grant it a measure of protection from death.
The first time the target would drop to 0 hit points as a result of taking damage, the target
instead drops to 1 hit point, and the spell ends.
If the spell is still in effect when the target is subjected to an effect that would kill it
instantaneously without dealing damage, that effect is instead negated against the target, and
the spell ends.
5th Level
Greater Restoration
5th-level abjuration
Casting time:          1 action
Range:                 Touch
Components:            V, S, M (diamond dust worth at least 100 gp, which the spell
                               consumes)
Duration:              Instantaneous
You imbue a creature you touch with positive energy to undo a debilitating effect. You can
reduce the target's exhaustion level by one, or end one of the following effects on the target:
One effect that charmed or petrified the target
One curse, including the target's attunement to a cursed magic item
Any reduction to one of the target's ability scores
One effect reducing the target's hit point maximum
6th Level
7th level
Resurrection
7th-level necromancy
Casting time:          1 hour
Range:                 Touch
Components:            V, S, M (a diamond worth at least 1,000 gp, which the spell
                       consumes)
Duration:              Instantaneous
You touch a dead creature that has been dead for no more than a century, that didn't die of old
age, and that isn't undead. If its soul is free and willing, the target returns to life with all its hit
points.
This spell neutralizes any poisons and cures normal diseases afflicting the creature when it died.
It doesn't, however, remove magical diseases, curses, and the like; if such effects aren't removed
prior to casting the spell, they afflict the target on its return to life.
This spell closes all mortal wounds and restores any missing body parts.
Coming back from the dead is an ordeal. The target takes a −4 penalty to all attack rolls, saving
throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1
until it disappears.
Casting this spell to restore life to a creature that has been dead for one year or longer taxes you
greatly. Until you finish a long rest, you can't cast spells again, and you have disadvantage on all
attack rolls, ability checks, and saving throws.
8th Level
9th Level
Mass Heal
9th-level evocation
Casting time:          1 action
Range:                 60 feet
Components:            V, S
Duration:              Instantaneous
A flood of healing energy flows from you into injured creatures around you. You restore up to
700 hit points, divided as you choose among any number of creatures that you can see within
range. Creatures healed by this spell are also cured of all diseases and any effect making them
blinded or deafened. This spell has no effect on undead or constructs.
True Resurrection
9th-level necromancy
Casting time:        1 hour
Range:               Touch
Components:          V, S, M (a sprinkle of holy water and diamonds worth at least
                                25,000 gp, which the spell consumes)
Duration:                Instantaneous
You touch a creature that has been dead for no longer than 200 years and that died for any
reason except old age. If the creature's soul is free and willing, the creature is restored to life
with all its hit points.
This spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses
affecting the creature when it died. The spell replaces damaged or missing organs and limbs.
The spell can even provide a new body if the original no longer exists, in which case you must
speak the creature's name. The creature then appears in an unoccupied space you choose
within 10 feet of you.