White magick, the mystic art of life, was conceived eras past that the world might know comfort. White Mages, through receiving the blessings of the deity whom they serve, learn to harness divine energy, calling forth the righteous indignation of judgment. Those who would walk the path of the White Mage are healers without peer, possessed of the power to deliver comrades from the direst of afflictions - even the icy grip of death itself.
Hit Dice | 1d8 per level |
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HP at Level 1 | 8 + CON modifier |
HP at higher levels | 1d8 (or 4) + CON modifier per level |
Armour | None |
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Weapons | Daggers, darts, maces, slings, staves, light crossbows |
Tools | None |
Saving Throws | WIS, CHA |
Skills | Choose two from Arcana, History, Insight, Medicine, Persuasion, and Religion |
Spell slots per spell level | ||||||||||||
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Level | Proficiency Bonus | Abilities | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
1 | +2 | Divine Conduit, Spellcasting | 3 | 2 | - | - | - | - | - | - | - | - |
2 | +2 | Channel Divinity (1/rest) | 3 | 3 | - | - | - | - | - | - | - | - |
3 | +2 | - | 3 | 4 | 2 | - | - | - | - | - | - | - |
4 | +2 | Ability Score Improvement | 4 | 4 | 3 | - | - | - | - | - | - | - |
5 | +3 | Destroy Undead | 4 | 4 | 3 | 2 | - | - | - | - | - | - |
6 | +3 | Channel Divinity (2/rest), Divine Conduit Feature | 4 | 4 | 3 | 3 | - | - | - | - | - | - |
7 | +3 | - | 4 | 4 | 3 | 3 | 1 | - | - | - | - | - |
8 | +3 | Ability Score Improvement | 4 | 4 | 3 | 3 | 2 | - | - | - | - | - |
9 | +4 | - | 4 | 4 | 3 | 3 | 3 | 1 | - | - | - | - |
10 | +4 | Divine Intervention, Divine Conduit Feature | 5 | 4 | 3 | 3 | 3 | 2 | - | - | - | - |
11 | +4 | - | 5 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
12 | +4 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
13 | +5 | - | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
14 | +5 | Divine Conduit Feature | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
15 | +5 | - | 5 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | - |
16 | +5 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | - |
17 | +6 | - | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
18 | +6 | Channel Divinity (3/rest) | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
19 | +6 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20 | +6 | Divine Intervention improvement | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
As you create a White Mage, the most important question to consider is which deity to serve and what principles you want your character to embody. See the gods page to see a list of some deities.
Once you've chosen a deity, consider your White Mage's relationship to that god. Did you enter this service willingly? Or did the god choose you, impelling you into service with no regard for your wishes? How do the temple priests of your faith regard you: as a champion or a troublemaker? What are your ultimate goals? Does your deity have a special task in mind for you? Or are you striving to prove yourself worthy of a great quest?
You can make a White Mage quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution. Second, choose the Acolyte background. Third, choose the Dia, Light, and Thaumaturgy cantrips. Finally, choose the Life domain.
You start with the following equipment, in addition to the equipment granted by your background:
You have learned to draw on divine magick through meditation and prayer, your deity bestowing upon you the ability to cast spells.
At Level 1, you know three cantrips of your choice from the White Mage Spell list. You learn additional White Mage cantrips as shown on the White Mage table.
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.
You prepare the list of White Mage spells that are available for you to cast, choosing from the White Mage spell list. When you do so, choose a number of White Mage spells equal to your WIS modifier + your White Mage level (minimum of one spell). The spells must be of a level for which you have spell slots when calculating your White Mage level.
For example, if you are a 3rd-level White Mage, you have four 1st-level and two 2nd-level Spell Slots. With a WIS 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, 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 White Mage Spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
Wisdom is your spellcasting ability for your White Mage spells, since the power of your magick relies on your devotion to your deity. You use your WIS whenever a spell refers to your spellcasting ability. In addition, you use your WIS 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 WIS modifier
Spell attack modifier = your proficiency bonus + your WIS modifier
You can cast a White Mage spell as a ritual if that spell has the ritual tag and you have the spell prepared.
You can use a holy symbol representing your deity, as a spellcasting focus for your White Mage spells.
Choose one domain related to your deity: Death, Judgment, Knowledge, Life, Light, Nature, Tempest, Trickery, or War. Each Domain is detailed within the other tabs. Your choice grants you Domain Spells and other abilities when you choose it at 1st Level. It also grants you additional ways to use Channel Divinity when you gain that ability at 2nd level, and additional benefits at 2nd, 6th, 10th, and 14th levels.
Beginning at 2nd Level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magickal effects. You have two effects at 2nd Level: Turn the Undead and one other determined by your Divine Conduit choice. You may gain other uses as you gain Divine Conduit Features.
You have one use of Channel Divinity, which replenishes every short or long rest. When you use your Channel Divinity, you choose which effect to create. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your White Mage spell save DC.
Beginning at 6th level, you can use Channel Divinity twice every short or long rest. At 18th level, you can use it three times every short or long rest.
You can use your Channel Divinity and speak a prayer that censures undead.
Each undead that can see or hear you within 10m must succeed on a WIS saving throw or else become Turned for 1 minute or until it takes damage.
A Turned creature must spend its turns trying to move far away from you, and can't willingly move to a space within 10m of you. It can't take reactions. For its action, it can only use Dash or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use Dodge.
At Levels 4, 8, 12, 16, and 19, 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 skill.
You can forgo taking this feature to take a Feat of your choice instead.
Starting at 5th level, when an undead of CR 1/2 or lower fails its saving throw against your Turn Undead Channel Divinity option, the creature is instantly destroyed. The CR of undead increases as you gain levels.
White Mage Level | Destroys Undead of CR... |
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5th | 1/2 or lower |
8th | 1 or lower |
11th | 2 or lower |
14th | 3 or lower |
17th | 4 or lower |
Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.
Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your White Mage level, your deity intervenes. The DM chooses the nature of the intervention; the effect of any White Mage spell or White Mage domain spell would be appropriate. If your deity intervenes, you can't use this feature again for 5 days. Otherwise, you can use it again after you finish a long rest.
At 20th level, your call for intervention succeeds automatically, no roll required.