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White Mage


Hit Points

Hit Dice: d6 per White Mage level
Hit Points at first Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constituion modifier per White Mage level after 1st

Proficiences

Armor: None
Weapons: Daggers, Darts, Slings, Quarter Staffs, Light Crossbows
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from Arcana, Deception, Insight, Persuasion, History, Religion, and Medicine.

Overview & Creation

A quiet and well groomed man waves his cane around himself, drawing in magical energy from the land and calling forth it's power. With a flick of his wrist the land parted and erupted sending his foe toppling to the ground.
A gentle young woman rushes to their ally's side. Through prayer and reverence for the land, it's power is shared with her, allowing her to close the wounds of her dying friend.
A stern heavily robed figure approached the abomination, raised from the dead. Calling for shining light, she banishes the undead back to the abyss.
Serene and elegant, the White Mages commune with the world around them, borrowing power from elementals present throughout the word. They are level headed, respectful spell casters who are aware that overstepping one's bounds in the world of magic can lead to calamity, and seek to keep order within the magic world while mending the wounds of those around them.

 

One with the land

White Mage's strength stems from an art they refer to as conjury. Conjury calls upon the elements of earth, wind, and water and concentrates them to a potency at which spells can be weaved. Through practiced meditation on the essences of creation, conjurers draw forth and absorb magic from their immediate surroundings. A wand or cane made from unworked wood is then utilized to focus the magical energy until it manifests as the desired spell. Versed also in magicks that restore and strengthen, White Mages are regarded as accomplished healers.

 

Patrons of Light

White Mages find their roots in a society which revered nature as an ally, borrowing the power of the land and elementals to soothe wounds and protect from the wicked. Over time, the White Mages of the past overused this power causing the elementals to act out and smite the land, alongside the damage wrought by the opposing Black Mages, the world fell into a dark age. Today White Mages are few and far between, practicing the forbidden art to wield the powers of nature and light to drive off evil in protection of the world again.

 

Creating a White Mage

When creating a White Mage one must question how they came into the art of conjury and the profession of White Mage. Did a kindly mentor take you under their wing? Did your studies of magic from the past lead you to discovering how to draw power from the world you lived in? Perhaps the elementals which inhabit the land reached out to you and their whispers guided you to the path of a White Mage. Nonetheless a White Mage's role in the world is that of a protector, soothing the wounds of those who need it most, settling enraged elementals and driving the beings who bring destruction back from hence they came.


Class Features

Soothe Sayer

Starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level.

 

Conjury Discipline

At 2nd level, you choose the discipline you belong to as a White Mage. Elementalist, Spirit Master, or Ampdapori, all detailed at the end of the class description. Your archetype choice grants you features at the 1st, 6th, 10th and 14th level.

 

Confession

Beginning at 2nd level, each time you cast a spell which restores hitpoints to a creature during combat, you gain a charge of holy energy in your body known as Confession. You may spend charges of Confession to make use of various White Mage abilities. You may only gain one charge of Confession from each spell cast. You may not hold more than three Confession charges in your body. If your hit points are reduced to 0 and you fall unconscious, you lose all Confession charges held in your body. You lose all Confession charges upon completing a long rest.

 

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 you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

 

Conservation of Life

Beginning at the 18th level, when your hit points are reduced to 0 and you fall unconscious, you release a pulse of healing energy. All allies, excluding yourself, within a 30ft. radius are healed for 2d8 + your Wisdom ability modifier hit points. This is unaffected by Touch of the Padjal. This effect only occurs once, refreshing after a long rest.

 

Graceful Healer

Beginning at the 20th level, you gain two Confession charges when you roll for initiative at the beginning of battle.


Starting Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • a dagger
  • a spell casting focus (a cane, staff, wand or similar object)
  • (a) an explorer's pack or (b) a scholar's pack


Spellcasting

Cantrips

At 1st level, you know 4 cantrips of your choice from the White Mage spell list. You learn additional White Mage cantrips of your choice at higher levels, as shown in the Cantrips Known column of the White Mage table.

 

Spell Slots

The White Mage 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.

 

Spells Known of 1st Level and Higher

You know 2 1st-level spells of your choice from the White Mage spell list. The Spells Known column of the Mage table shows when you learn more White Mage spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st, 2nd or 3rd level. Additionally, when you gain a level in this class, you can choose one of the White Mage spells you know and replace it with another spell from the Mage spell list, which also must be of a level for which you have spell slots. For a full list of White Mage spells, see the Eorzean Spell List document.

 

Spellcasting Ability

The spellcasting ability for your White Mage spells changes depending upon the discipline you select. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a White Mage spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier

 

Spellcasting Focus

You can use a rod, cane, wand or other similar equipment as an arcane focus (found in chapter 5 of the player's handbook) for your White Mage spells.

 

Ritual Casting

You can cast any White Mage spell you know as a ritual if that spell has the ritual tag.


Subclass Options

The Protectors of the Future

The White Mages goal in life is to safeguard the future through the use of the inherent magic hidden within the land. This has lead to three paths which a white mage chooses between to help focus what power they draw forth. An elementalist uses the power of nature to control earth, wind and water in defense of the land. The spirit master uses the essence of the world alongside the magic within their allies to bring forth powerful healing spells. The Ampdapori makes use of the power of light to bring forth a powerful advantage against blasphemous invaders to their realm.

 
 

Elementalist

White Mages who choose to focus on manipulating the elements around them come to be known as elementalists. They are able to work very closely with the elementals living across the land to borrow their strength and knowledge, turning the world itself into an ally.

Expanded Spell List

Spell Level | Spell
1st | Earth Tremor, Thunderwave
2nd | Earthbind, Maximilian's Earthen Grasp
3rd | Erupting Earth, Melf's Minute Meteors
4th | Stoneskin, Watery Sphere
5th | Conjure Elemental, Control Wind

 

Elemental Aid

Beginning at the 2nd level, as a reaction you may spend a Confession charge to call on aid from the elementals to resist your enemies. For your next saving throw, you gain advantage on Strength and Dexterity saving throws.

 

Eyes of the Elementals

Beginning at the 6th level, you may commune with the elementals in the surrounding area. You gain a mental map of an area of 2 mile radius centered on you. You must spend 15 minutes meditating while elementals share this information about the surrounding area with you. You may only commune with the elementals in this way once, your ability to do so refreshing after a long rest.
Also, you can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

 

Attuned Resistance

Beginning at the 10th level, you have developed an innate resistance to elemental magic. You have resistance to cold, fire and lightning damage.

 

Elemental Conversion

Beginning at the 14th level, you are able to convert your Confession charges into raw elemental energy. You may spend a number of Confession charges equal to the spell level of a spell you know which does not restore hit points to a creature and use the Confession charges in place of a spell slot.

 
 

Spirit Master

A Spirit Master is a White Mage who has focused their efforts into becoming master healers. They are steadfast allies who provide a great deal of support to those around them. Drawing power from the land and the spirits who inhabit it, a Spirit Master is able to unleash increadibly potent healing and support spells. They have taken on the role to soothe the wounds of those who protect the world and those who need protecting.

Expanded Spell List

Spell | Level Spell
1st | Heroism, Sanctuary
2nd | Enhance Ability, Protection from Poison
3rd | Beacon of Hope, Revivify
4th | Regen, Tetragrammaton
5th | Assize, Mass Cure Wounds

 

Shroud of Saints Beginning at the 2nd level, as a bonus action you may spend a Confession charge to shroud yourself in light. Melee and ranged attacks against you have disadvantage until your next action.

 

Surging Succor

Beginning at the 6th level, you may spend a Confession charge to cause the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell's level.

 

Clerical Smite

Beginning at the 10th level, you may spend a Confession charge to cast a healing spell on a target creature and deal radiant damage instead of healing if the total amount of hit points recovered is decided through rolling dice. This effect may not be used with spells greater than the 5th level.

 

Touch of the Padjal

Beginning at the 14th level, you may spend a Confession charge when you cast a healing spell. When you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12. You do not gain a Confession charge after this healing spell.

 
 

Ampdapori

Some White Mages focus on the role of repelling those who do not belong in the world from it, relying on light and holy magic to drive the undead and fiends from the world through destruction. An Ampdapori White Mage has taken up arms for this very purpose, using a mix of healing magic and holy magic to smite out blasphemous creatures from the land.

Expanded Spell List

Spell Level | Spell
1st | Banish, Bless
2nd | Moonbeam, Sleep
3rd | Daylight, Spirit Guardians
4th | Banishment, Wall of Fire
5th | Holy, Hallow

 

Light's Blessing

Beginning at the 2nd level, if you are unarmoured, your armour class increases by 1 for each charge of Confession you hold in your body. While you hold a Confession charge in your body, you have resistance to necrotic damage.

 

Inquisitor's Light

Beginning at the 6th level, you may spend 15 minutes communing with the elementals to learn the location of any undead or fiend creatures within a 1 mile radius. You may only do this once before, your ability to do so refreshing after a long rest.

 

Ampdapori Protection

Beginning at the 10th level, as an action you may spend a Confession charge to grant necrotic resistance to your allies for a number of rounds equal to your Wisdom modifier. All allies within a 15ft. radius centered on you gain this resistance. You may only use this ability once, use of this ability refreshing after a long rest.

 

Purge

Beginning at the 14th level, you may spend one Confession charge to gain advantage on spells cast against undead and fiend creatures. On a successful spell against an undead or fiend target, you deal a bonus 4d6 radiant damage. At the 17th level this bonus damage is increased to 6d6.


LevelProficiency BonusFeaturesCantrips KnownSpells Known1st2nd3rd4th5th6th7th8th9th
1st+2Spellcasting, Soothe Sayer422--------
2nd+2Magical Discipline, Intervention433--------
3rd+2-4442-------
4th+2Ability Score Improvement5543-------
5th+3-56432------
6th+3Discipline Feature57433------
7th+3-584331-----
8th+3Ability Score Improvement694332-----
9th+4-61043331----
10th+4Discipline Feature61143332----
11th+4-612433321---
12th+4Ability Score Improvement612433321---
13th+5-6134333211--
14th+5Discipline Feature6134333211--
15th+5-61443332111-
16th+5Ability Score Improvement61443332111-
17th+6-615433321111
18th+6Conservation of Life615433331111
19th+6Ability Score Improvement615433332111
20th+6Worldly Bond615433332211

Created by

airrichan.

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