LEVEL |
PROFICIENCY BONUS |
FEATURES |
CANTRIPS KNOWN |
1ST |
2ND |
3RD |
4TH |
5TH |
6TH |
7TH |
8TH |
9TH |
1 |
+2 |
Spellcasting, Confession, Reach of the Unseen |
3 |
2 |
-- |
-- |
-- |
-- |
-- |
-- |
-- |
-- |
2 |
+2 |
Conjury Discipline, Afflatus Solace |
3 |
3 |
-- |
-- |
-- |
-- |
-- |
-- |
-- |
-- |
3 |
+2 |
|
3 |
4 |
2 |
-- |
-- |
-- |
-- |
-- |
-- |
-- |
4 |
+2 |
Ability Score Improvement |
4 |
4 |
3 |
-- |
-- |
-- |
-- |
-- |
-- |
-- |
5 |
+3 |
|
4 |
4 |
3 |
2 |
-- |
-- |
-- |
-- |
-- |
-- |
6 |
+3 |
Discipline Feature |
4 |
4 |
3 |
3 |
-- |
-- |
-- |
-- |
-- |
-- |
7 |
+3 |
|
4 |
4 |
3 |
3 |
1 |
-- |
-- |
-- |
-- |
-- |
8 |
+3 |
Ability Score Improvement |
5 |
4 |
3 |
3 |
2 |
-- |
-- |
-- |
-- |
-- |
9 |
+4 |
|
5 |
4 |
3 |
3 |
3 |
1 |
-- |
-- |
-- |
-- |
10 |
+4 |
Discipline 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 |
Discipline Feature |
5 |
4 |
3 |
3 |
3 |
2 |
1 |
1 |
-- |
-- |
15 |
+5 |
|
5 |
4 |
3 |
3 |
3 |
2 |
1 |
1 |
1 |
-- |
16 |
+5 |
Ability Score Improvement |
5 |
4 |
3 |
3 |
3 |
2 |
1 |
1 |
1 |
-- |
17 |
+6 |
|
5 |
4 |
3 |
3 |
3 |
2 |
1 |
1 |
1 |
1 |
18 |
+6 |
Conservation of Life |
5 |
4 |
3 |
3 |
3 |
3 |
1 |
1 |
1 |
1 |
19 |
+6 |
Ability Score Improvement |
5 |
4 |
3 |
3 |
3 |
3 |
2 |
1 |
1 |
1 |
20 |
+6 |
Graceful Healer |
5 |
4 |
3 |
3 |
3 |
3 |
2 |
2 |
1 |
1 |
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:
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:
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:
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
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
Your specialization as an elementalist lets you choose from an expanded list of spells when you learn a white mage spell. The following spells are added to the white mage spell list for you.
SPELL LEVEL |
SPELL |
1 |
Earth Tremor, Thunderwave |
2 |
Earthbind, Maximillian's Earthen Grasp |
3 |
Erupting Earth, Melf' Minute Meteors |
4 |
Stoneskin, Watery Sphere |
5 |
Conjure Elemental, Control Wind |
Elemental Blessing
Beginning at the 2nd level, as an action you may expend Confession charges to bless a weapon within 30ft. of you that you can see with elemental power for a number of rounds equal to your Wisdom modifier. The number of charges you spend increase the effectiveness of your blessing.
CHARGES
SPENT |
EFFECT |
1 |
The damage type of the weapon changes to cold, radiant, or thunder |
2 |
The weapon gains a +1 on attack rolls |
3 |
The weapon's damage rolls deal bonus damage equal to your proficiency bonus |
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.
Elemental Armour
Beginning at the 10th level, as an action, you may spend 1 Confession charge to grant a creature you touch the elementals' protection. The creature gains resistance to one of the following elements: cold, radiant or thunder for a number of rounds equal to your Wisdom modifier.
Aetherial Conjuration
Beginning at the 14th level, as a bonus action you may spend a number of Confession charges to borrow power from the elementals to cast a spell. You may cast a spell whose level is equal to half the number of Confession charges spent (rounded up).