Base Class: Wizard
White Wizards are healers and warrior magicians which are Serene and Elegant as they commune with the world around them in flowing white robes. They are proficient and deadly bludgeoning weapons and shields as they fight to protect the weak and the helpless.
Level 3: Order of the White Wizards
The Order of the White Wizards have learned to recreate faith spells in the arcane format.
Choose two Cleric spells from the Abjuration or Enchantment schools, each of which must be no higher than level 2, and add them to your spellbook for free.
In addition, whenever you gain access to a new level of spell slots in this class, you can add one Cleric spell from the Abjuration or Enchantment school to your spellbook for free. The chosen spell must be of a level for which you have spell slots.
White Wizards are also trained to defend the weak. As such they are trained in a one-handed bludgeoning melee weapon and shield to defend themselves. Gain proficiency in a one-handed bludgeoning melee weapon of your choice.
Righteous wrath
You gain proficiency in a bludgeoning martial melee weapon of your choice and the shield proficiency.
Level 6: Radiant dancing lights
The dim light of your dancing lights provides additional protection to your allies. Choose a type of resistance from Acid, lightning, fire, poison or thunder. When an ally is within the dim light of any of your dancing lights it offers this resistance to them.
resistance
choose a resistance
Level 10: Ritual white magic
Choose either Abjuration or Enchantment for your Cleric spells. You can add the ritual tag to any of those type of cleric spells that are in your spell book and you have a ritual version of each.
ritual
Choose either Abjuration or Enchantment for your Cleric spells and you can cast those spells as rituals.
Level 14: Conservation of Life
You can provide a buffer to death by allocating temporary hit points up to your INT score to any allies within the lights of your Dancing Lights as an action. This ability is useable once per long rest.
In addition, if you ever drop to zero hit points (HP) and fall unconscious you heal all allies with a 30-foot emanation of yourself, and each ally is healed 2D8 + Int mod. You are not healed and remain unconscious as the last of your healing energy pulses out from you.
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