Cleric
Base Class: Cleric

Life of a White Mage

A quiet and well-groomed man waves his cane around himself, drawing in magical energy from the land and calling forth its power. With a flick of his wrist, the land parted and erupted sending his foe toppling to the ground

 

A gentle young woman rushes to their ally's side. Through prayer and reverence for the land, its power is shared with her, allowing her to close the wounds of her dying friend.

 

A stern heavily robed figure approached the abomination, raised from the dead. Calling for shining light, she banishes the undead back to the abyss.

 

Serene and elegant, the White Mages commune with the world around them, borrowing power from elementals present throughout the world. They are level-headed, respectful spell casters who are aware that overstepping one's bounds in the world of magic can lead to calamity, and seek to keep order within the magic world while mending the wounds of those around them.

One with the Land

White Mage's strength stems from 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.

Confession

When you choose this domain at 1st level, you gain proficiency with heavy armor.

Additionally 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.

When in combat and 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.

Afflatus Solace

Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level. Also as an action, you may spend any number of your confession charges. You heal a creature within 30ft. of you for a number of d4s + your proficiency bonus, where the number 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.

Channel Divinity: Conservation of Life

As an action, you charge yourself with a life-giving aura that wells within you. When you hit 0 hp you radiate a pulse of life-giving stock-piled energy, granting all ally creatures within 60 ft regain 2d8 + Your Wisdom ability modifier as hit points and additional d8 for each turn passed since this ability was channeled. The maximum duration is one minute. Any allies afflicted by a status condition(s) or curse(s), are cleansed of a single effect at random.

Sooth Sayer

Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain temporary hit points equal to 2 + the spell’s level. If you are not at full health when the effect is applied, you heal instead equal to the same amount.

Clerical Smite

Beginning at the 8th level, when you cast a healing spell you may spend a Confession charge to weaponize the spell, dealing radiant damage instead of healing. The spell must require a die role to be used in this way. The bonus healing that would be applied from Soothe Sayer is applied as bonus damage.

Targeted creatures make a Wisdom saving throw against your Spell Save DC, taking the spell's healing as damage on a failure and half as much on a success.

8th and 9th level spells cannot be used with this feature.

Touch of the Padjal

Starting at 17th level, as a bonus action you may spend a Confession charge. When you cast your next spell which restores hit points, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. If they would be healed above their maximum, the excess HP regained is gained as Temporary HP up to a maximum of 1/3 their flat HP Value.

For example,

instead of restoring 2d6 hit points to a creature, you restore 12. Or if Their HP is at maximum they Regain HP Temp = to the Excess (80 HP Rogue, With 25 HP Temp. HP with a true total of 105 HP)

Previous Versions

Name Date Modified Views Adds Version Actions
4/5/2021 2:14:00 AM
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9/11/2022 5:57:47 PM
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FFXIV • White Mage Image

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