Warlock
Base Class: Warlock

White Magic is an impartial and sentient force, a thing that is both a power source and point of contact with magic. Some theorize it is the last vestiges of an ancient god of magic; others theorize it is primal and free magic that never formed into the Weave- but in any case, it is a pure and immense and mystic thing that on occasion mortals come into contact with.

Some come across White Magic after a near-death experience, others through rigorous study, some through deep meditation; the thing drawing all the threads of initial contact together is a perspective that must be encountered with more than just the intellect alone.

What is more commonly referred to as white magic conjures up associations of healing and protection, and guarding the balance of life and death, and those who are good in heart. White Magic has its own self-contained laws, so while its practitioners may not always be lawful, they do follow their own strict guidelines for interacting with it. These rules may manifest as a taboo, never saying certain words or eating certain foods; they may be a specific action such as a chant or exercise that must be done every day. The one thing common to all White Warlocks is a prominent white garment or accessory, which becomes whiter and whiter as their mastery grows.

As a White Warlock, the mysterious power of your patron somewhat softens the reputation that follows others of your profession, causing you to be looked up to as a leader and guardian in arcane matters by common folk. Though it seems to have no ambitions of its own, White Magic is not a force of chaos. However, those who work with it and draw on it have the power to work unimaginable changes few are ready to reckon with.

Expanded Spell List

White Magic lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

White Magic Expanded Spells
Spell Level Spells

1st

guiding bolt, mage armor

2nd

magic weapon, warding bond

3rd

lightning bolt, beacon of hope

4th

freedom of movement, death ward

5th

flame strike, hallow

Reborn/Empowered

Starting at 1st level, contact with White Magic has marked you, and changed you- for good. Your partnership with it bolsters your health, and the force of will required to master it lends you greater resilience. You now use your Charisma score to determine your hit points and hit points per level every time you gain a White Warlock level, and you gain 1 bonus hit point per level.

Spark of Hope

Starting at 6th level, you can call on White Magic to expand the potential of your resilience and skill. You gain a pool of 3d4. When you make an ability check or saving throw, you can subtract one or more 1d4 from the pool and add it to the roll. You can do so after seeing the initial roll but before any of the roll’s effects occur.

Once you use this feature, you can’t use it again until you finish a short or long rest, and you regain all the d4 after a long rest.

Ignite

Starting at 10th level, you're learned to harness some of the offensive potential of White Magic, and can channel it through your spells to burn through your opponent's defenses. You can choose one damage type when you finish a short or long rest. Your damage from magical weapons and spells ignores resistance to that damage type until you choose a different one with this feature.

Symbiotic

Starting at 14th level, your mastery of White Magic has grown into a symbiotic relationship, which gives you an otherworldly and imposing presence: even mighty extraplanar entities shy away from attacking you, and your allies rally around you. You are always considered to be under the effect of a Protection from Evil and Good spell. You can also use your pool of 3d4 from your Spark of Hope feature and add them to the saving throw or ability check of an ally within 30 feet.

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