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FFXIV Compendium

White Mage

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.
hit dice: 1d6
hit points at 1st level: 6 + your Constitution modifier
hit points at higher levels: 1d6 (or 4) + your Constituion modifier per White Mage level after 1st
armor proficiencies: None
weapon proficiencies: Daggers, Darts, Slings, Quarter Staffs, Light Crossbows
tools: None
saving throws: Wisdom, Charisma
skills: Choose two from Arcana, Deception, Insight, Persuasion, History, Religion, Medicine.
starting equipment:
ou 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:

Spell Casting

Level requirement and general description. See chapter 10 of the PHB for the general rules of spellcasting and the end of this document for the White Mage spell list.
 

Cantrips

At 1st level, you know 3 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.
 

Spells Known of 1st Level and Higher

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 Wisdom modifier + your white mage 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 white mage, you have four 1st-levei and two 2nd-levei spell slots. With a Wisdom 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 white mage spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
 

Spellcasting Ability

Wisdom is your spellcasting ability for your White Mage spells. 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.
class features:

Confession

Beginning at 1st level, you gain the bonus action Prayer. When you use Prayer you gain a charge of Confession. When you use prayer while you already have a charge of confession, you double the number of charges you currently have, then gain 1 charge.
  You may hold a number of confession charges equal to your proficiency bonus. You must be in combat to use prayer, your confession charges fade away after spending 1 minute outside of combat.
 

Reach of the Unseen

Also beginning at 1st level, when you cast a spell, you may spend 1 charge of confession to commission the elementals of the world to carry your spell. If your spell is a touch spell, you may cast it as a ranged spell up to a distance of 30ft.
 

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.
 

Afflatus Solace

Beginning at the 2nd level, as an action you may spend any number of your confession charges. You heal a creature within 30ft. of you for #d4 + your proficiency bonus, where # is equal to the charges of confession spent.
  Your Prayer bonus action cannot have been used before or after using Afflatus Solace on your turn. The target creature must have more than 0 hit points.
 

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. You must then finish a long rest to use Conservation of Life again.
 

Graceful Healer

Beginning at the 20th level, you gain two Confession charges when you roll for initiative at the beginning of battle.
subclass options:
LevelFeaturesCantrips1st2nd3rd4th5th6th7th9th9th
1stSpellcasting, Confession, Reach of the Unseen32--------
2ndConjury Discipline, Afflatus Solace33--------
3rd-342-------
4thAbility Score Improvement443-------
5th-4432------
6thDiscipline Feature4433------
7th-44331-----
8thAbility Score Improvement54332-----
9th-543331----
10thDiscipline Feature543332----
11th-5433321---
12thAbility Score Improvement5433321---
13th-54333211--
14thDiscipline Feature54333211--
15th-543332111-
16thAbility Score Improvement543332111-
17th-5433321111
18thConservation of Life5433331111
19thAbility Score Improvement5433332111
20thGraceful Healer5433332211

Created by

Kraege.

Statblock Type

Class Features

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