Wizard
Base Class: Wizard

The White Mage

White mages are the scholars whom have decided to delve into the art of healing, specializing in spells that heal and support their allies, gaining knowledge in healing, allowing healing spells to heal more, damaging aoes heal allies instead and gaining hp and temp hp when providing support to allies.

Healer Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy any spell with healing properties into your spellbook is halved.

Disciple of Life

Also starting at 2nd 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.

Sturdy Healer

Beginning at 6th level, the healing spells you cast on others help you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you gain temporary hit points equal to 2 + the spell’s level.

You also become more adept at giving buffs to allies. When you cast a spell of 1st level or higher that gives temporary hit points to a creature other than you, the creature gains additional temporary hit points equal to 2 + the spell’s level.

Supportive Spells

Starting at level 10, anytime one of your allies is caught inside of the aoe of a hostile spell, it instead heals them for the amount of damage they otherwise would have taken.

Overheal

Starting at 14th level, you can increase the power of your simpler spells. When you cast a wizard spell of 1st through 5th level that heals, you can cause the maximum health gain with that spell, if this would exceed the targets hit point maximum, they receive the rest of the healing as temp hit points.

The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 radiant damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the radiant damage per spell level increases by 1d12. This damage ignores resistance and immunity.

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