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School of Duplication
Though obscure and niche, the art of duplication is one that magical practicioners and mundane ones alike desperately chase after. This school is a tight kept secret, and it's worth talking to your DM about how your character may have unraveled it. Perhaps your family practices this school, passing on knowledge from generation to generation. Perhaps you're a member of a secret organization, dedicated to the development of arcane knowledge. Perhaps you found a weird spellbook on some corpse in a ditch.
Regardless, through your practices, you've unlocked the key to cloning, and perhaps, a form of immortality.
Duplication Creation
Starting at 2nd level, you've learned the basics of creating duplicates and the forging of a magical link to them.
As an action, you create a duplicate of yourself that lasts for 1 minute. The duplicate appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can command the duplicate to move up to your movement speed. The duplicate can make an item interaction as a part of this same action. The duplicates are, unfortunately, imperfect, as they don't share any knowledge you have, and they need to be directed almost constantly.
For the duration, you can use your duplicate's senses and cast spells as though you were in the illusion's space, though you are deaf and blind with regard to your own senses. You and your duplicate can speak with eachother telepathically, as long as you're within 100 feet.
The duplicate is identical to you in every way, except that if it takes any damage or you create an additional duplicate using this feature, it immediately dissolves.
Body Modification
At 6th level, you add Alter Self to your spellbook, if it wasn't already there. When you cast it, your duplicate also benefits from the effects for as long as you maintain concentration.
In addition, you can cast Alter Self as a ritual.
Improvisational Recovery
Starting at 10th level, you've learned a useful, if slightly macabre, technique. You can use a bonus action to regain hit points equal to 1d10 plus your wizard level. Additionally, you can regrow a severed limb as part of this action.
Once you use this feature, you can't use it again until you finish a short or long rest.
Duplication Creation Clarification
While your clone may be mindless, you can still have it to speak, using the same tact and charisma that you have, as if you were speaking through its' mouth.
This means that the duplicate gives you a safe way to attempt diplomacy with an enemy that you might not want to suffer a surprise attack from, as well as various other tricks you could attempt.
Revolutionary Discovery
Starting at 14th level, you learn a secret ritual that allows you to create true clones.
With an adult humanoid body (or suitably large amount of fitting material) to work with and 72 hours of uninterrupted downtime, you can create a clone of yourself or another creature. In order to clone another creature, you must have a body part, lock of hair, bit of nail, or the like. Regardless of what creature you create a clone of, it does not share a personality, and you have no special control over the clone.
The clone has no knowledge that the original had, and yet, they eerily share the same features, spells, and proficiencies, a product of your peculiar field of study. They come with no items, Legendary Resistances, or Legendary Actions.
When you successfully create a clone, spend a number of Hit Dice (minimum of 1). When you do so, roll each die and add your Constitution modifier to it. Your hit point maximum is reduced by the total, and the clone's hit point maximum and current hit points are both increased by it. This process can reduce you to no lower than 1 hit point. The reduction to your hit point maximum can't be removed by any means before then, except by the clone's death. In addition, if you die, all clones created by this feature die.
In addition, you add Simulacrum to your spellbook, and at level 15, you add Clone to your spellbook, if they weren't there already. Both of these spells are considered to be always prepared, but they don't count against your number of spells prepared.
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Notes
- Version 1.0
- Made by /u/yumpyboii
Art Credit
- Morphling by rk post