User:Mkill/White Mage

From D&D Wiki

Jump to: navigation, search

Even though this definitely not the first approach to create a "White Mage" archetype for D&D, I still want to present my very own version. This is not an attempt to mimic a Final Fantasy class, first of all, this white mage is not a pacifist. Instead, it draws from many sources of inspiration.


White Mage

"Stop". Three shining beams shot from Cathlina's fingertips, stiking the wounded demon in the chest. The creature screamed as its material shell burst and its essence was sent back to the abyss where it came from. A sigh came from under the mage's breath. Slowly, she knelt down to have a look at Trogars wounds. The claws had torn his chain mail apart and left deep cuts in his chest. Gently, Cathlinas fingers touched the wounds as she murmured the spell to heal...

White mages draw their power from the pure source of arcane energies. They use a pure form of magic, and fiercely oppose dark arts like necromancy and mental domination. While they use spells like wizards, their spells shape the fabric of reality directly, without using the power of elements. Also, they don't need to prepare their spells. Once learned, they continuously have access to their spells.

Role: White Mages can serve all main roles of a spellcaster in the party. They can use their magic to fight the enemy, to bolster allies and to heal the wounded. Many whte mages are members of an order that offers special training, further defining their role.

Adventures: White Mages have a keen interest in the nature of the universe and the resolve to help people and fight unnatural evil. While there are those who prefer a settled life, offering their arts to the local community and training apprentices, many White Mages, especially the young ones, love the thrill of adventure.

Characteristics:

Alignment:

Religion:

Background:

White Mages in the world: Since white magic is opposed to evil practices like creating undead, local rulers are more likely to accept white magic than arcane casters in general. A kingdom that puts magic under tight control might allow licensed white mages as the only casters. In general, white mages try to be on good standing with local authorities by helping to fight supernatural threats and offering healing to important personalities.

Races:

Other characters: White Mages can normally get along well with any character that is not on the evil side of the alignment spectrum. They can share roles with wizards and sorcerers, each contributing with different spells. They buff and heal melee types and are protected by them in return. White Mages can provide additional healing to that of the clerics, allowing the cleric to go into melee.

The Orders

White Mages are organized in different orders, each following a certain philosophy and training their apprentices in a certain way. Since the order is the institution where the White Mage receives his education, Characters must choose the order at first level. There is also a small number of uninitiated that are not members of any order. All orders take their name from a powerful artifact that the founder of the organization created.

The Order of the Silver Shield trains the art of abjuration and countermagic.

The Order of the Pure Sword has sworn to fight supernatural creatures with steel and magic.

The Order of the Fountain of Life focuses on healing magic.

The Order of the Crystal Scroll seeks to gather knowledge of the known and unknown world and is especially versed in Divination Magic.

The Order of the Glorious Gate summons good-aligned creatures as allies in the fight against evil.

The Order of the Perpetuum Mobile seeks to create items of raw and pure magic power.

The Order of the Horizon Key seeks answers by travelling the planes.

Class features

Hit die: d4

Skill points per level: 2 + Int modifier (x4 at first level)

Class Skills: Heal (Wis), Knowledge (any) (Int), Spellcraft (Int)


Fort Ref Will Level BAB save save save Special 1 +0 +0 +0 +2 Initiate 2 +1 +0 +0 +3 3 +1 +1 +1 +3 Reach Spell 4 +2 +1 +1 +4 Advanced Learning 5 +2 +1 +1 +4 Acolyte 6 +3 +2 +2 +5 Touch Spell 7 +3 +2 +2 +5 8 +4 +2 +2 +6 Advanced Learning 9 +4 +3 +3 +6 Mass Spell 10 +5 +3 +3 +7 Magister 11 +5 +3 +3 +7 Improved Counterspelling 12 +6 +4 +4 +8 Advanced Learning 13 +6 +4 +4 +8 14 +7 +4 +4 +9 Fast Metamagic 15 +7 +5 +5 +9 Spectability 16 +8 +5 +5 +10 Advanced Learning 17 +8 +5 +5 +10 Metamagic bonus feat 18 +9 +6 +6 +11 19 +9 +6 +6 +11 20 +10 +6 +6 +12 Archmagus, Advanced Learning


Weapon and armor proficiency: White Mages are proficient with unarmed strikes, dagger, quarterstaff, and light and heavy crossbow. They are not proficient with armors or shields.

Spellcasting: Int-based

Sorcerer spells per day.

Can spontaneously cast all spells on class list.

Casts arcane spells

Touch Spell: You gain the Touch Spell feat as bonus feat.

Advanced Learning: At 4th, 8th, 12th, 16th and 20th level, a White Mage can add another spell to his list, to represent his personal studies and experience. The spell can be either a Wizard or a Cleric spell, using the lower of both levels if applicable. The spell must be from the Abjuration, Divination, Conjuration, Evocation, Transmutation or Universal school. It may not have any of the following descriptors: Acid, Air, Chaotic, Cold, Evil, Electricity, Fire, Earth, Sonic, Water. Once the spell is added, it may not be changed afterwards.

Reach Spell: You gain the Reach Spell feat as bonus feat.

Improved Counterspelling: When you counter a spell and identify the enemy spell correctly, you can use any White Mage spell slot of equal or higher level to form an appropriate counterspell, even if that spell is not on your class list.

Fast Metamagic: Applying a metamagic feat to a spell no longer increases your casting time.

Metamagic bonus feat: Select one metamagic feat you fulfill the prerequisites for as a bonus feat.

Restriction: May not cast any spell with the evil descriptor or spells of the Necromancy school. White mages who do so become Ex-White Mages.

Class spells: 14-level

Cantrips: (in) Amanuensis, Arcane Mark, Cure Minor Wounds, Detect Magic, Detect Poison, Flare, Light, Mage Hand, Mending, Purify Food and Drink, Read Magic, Resistance, Virtue (13 okay?)

1st level: Alarm, Cure Light Wounds, Endure Elements, Expeditious Retreat, Feather Fall, Identify, Magic Weapon, Mage Armor, Magic Missile, Remove Fear, Resurgence (SpC), Shield, Sleep (prune to 13) out: Command, Lesser Vigor, Deathwatch, Detect Secret Doors, Entropic Shield, Greater Mage Hand, Shield Bearer, Master’s Hand, Tenser's Floating Disc, True Strike, Unseen Servant

Resurgence: Allow second saving throw.

2nd level: Bear’s Endurance, Bull’s Strength, Blast of Force (SpC), Calm Emotions, Cure Moderate Wounds, Delay Poison, Eagle's Splendour, Fox’s Cunning, Hold Person, Levitate, Lesser Restoration, Resist Energy, See Invisibility (prune to 12, 13 okay?) out: Ghost Touch Armor (SpC), Zone of Truth, Enthrall, Find Traps, Make Whole, Shield Other, Silence, Spiritual Weapon, Status, Arcane Lock, Obscure Object, Protection from Arrows, Heroics, Glitterdust, Detect Thoughts, Daze Monster, Whispering Wind, Distracting Ray (SpC), Force Ladder, Owl’s Wisdom, Aid,

3rd level: Arcane Sight, Chain Missile (SpC), Clairaudience/Clairvoyance, Cure Serious Wounds, Daylight, Dispel Magic, Fly, Greater Mage Armor, Protection from Energy, Remove Blindness/Deafness, Tongues (prune to 11. done) out: Magic Vestment, Know Vulnerabilities, Heroism, Vigor, Nondetection, Searing Light, Blink, Blindsight (SpC), Keen Edge, Fly, Slow, Invisibility Purge, Clarity of Mind (SpC), Haste, Remove Curse, Phantom Steed, Ghost Touch Weapon

4th level: Break Enchantment, Cure Critical Wounds, Death Ward, Dimensional Anchor, Dimension Door, Dismissal, Freedom of Movement, Forcewave (SpC), Orb of Force (SpC), Restoration (prune to 10) out: Scrying, Backlash (SpC), Discern Lies, Minor Creation, Arcane Eye, Detect Scrying, Locate Creature, Ray Deflection, Greater Resistance, Assay Spell Resistance, Greater Floating Disc, Thunderlance, Entangling Staff, Spell Enhancer, Force Missiles (SpC), Spell Immunity, Divination

5th level: Break Enchantment, Lucent Lance (SpC), Sending, Spell Resistance, Telekinesis, Teleport, True Seeing, Vulnerability (SpC), Wall of Force (prune to 9. Done) out: Mass Cure Light Wounds, Overland Flight, Mordenkainen’s Private Sanctum, Greater Vigor, Blistering Radiance, Life’s Grace, Subvert Planar Essence, Zone of Respite, Zone of Revelation, Permanency, Greater Command,

6th level: Analyze Dweomer, Antimagic Field, Banishment, Bolt of Glory (SpC), Contingency, Greater Dispel Magic, Heal, Repulsion (expand and prune to 8. Done) out: Mass Cure Moderate Wounds, True Seeing (lvl 5), Brilliant Blade (Sword?), Greater Heroism, Disintegrate, Legend Lore, Interplanar Telepathic Bond, Ray of Light

7th level: Antimagic Ray, Energy Immunity, Forcecage, Greater Arcane Sight, Greater Teleport, Power Word, Blind, Spell Turning (prune to 7. Done) out: Symbol of Stunning, Reverse Gravity, Mass Restoration, Stun Ray, Mass Hold Person, Ethereal Jaunt, Radiant Assault, Greater Scrying, Greater Restoration, Mass Cure Serious Wounds,

8th level: Dimensional Lock, Mind Blank, Moment of Prescience, Protection from Spells, Power Word Stun, Temporal Stasis (prune to 6, Done) out: Shield of Law, Greater Spell Immunity, Antipathy, Mass Death Ward (SpC, 8th), Mass Cure Critical Wounds

9th level: Absorption (SpC), Freedom, Mordenkainen’s Disjunction, Power Word, Kill, Teleportation Circle (prune to 5. Done) out: Effulgent Epuration, Mass Hold Monster, Timestop, Imprisonment

Order: Depending on the order the White mage joins, he gains a number of additional abilities: An additional class skill or weapon proficiency, an additional spell per level on his spell list and a class special at first, fifth, tenth, fifteenth and twentieth level, called the Initiate, Acolyte, Magister, Spectability and Archmagus.

Order of the Silver Shield

The Order of the Silver Shield see themselves as the protectors of the mundane world from supernatural harm. They train magic that counters evil sorcery and the powers of supernatural creatures. Bonus proficiency: bucklers and light shields Order spells: Protection from Evil (1st), Greater Alarm (SpC, 2nd), Leomund’s Tiny Hut (3rd), Lesser Globe of Invulnerability (4th), Wall of Dispel Magic (5th), Globe of Invulnerability (6th), Refuge (7th), Wall of Greater Dispel Magic (SpC, 8th), Undeaths Eternal Foe (SpC) (9th) Initiate: Improved Counterspelling as bonus feat. A magus of this order can use any spell slot as counterspell and does not need to know a spell of that level in the given school. Acolyte: Add your Charisma bonus to saves against spells and spell-like abilities. This is an unnamed bonus, but it does not stack with other charisma bonuses to a saving throw. Magister: SR 10 + class level Spectability: Archmagus:

Order of the Pure Sword

The Order of the Pure Sword seeks out evil spellcasters and supernatural creatures that terrorize the country and planes and destroy them. They train powerful magics to seek out, destroy and punish any threats to the innocent. Bonus proficiency: Any one-handed sword, such as longsword, rapier or scimitar. This may include racial exotic weapons such as the elven thinblade if the mage is of the corresponding race. Order spells: True Strike (1st), Whirling Blade (SpC, 2nd), Greater Magic Weapon (3rd), Thunderlance (4th), Disrupting Weapon (5th), Tenser’s Transformation (6th), Mordenkainen’s Sword (7th), Brilliant Aura (8th, SpC), Greater Cloak of Bravery (SpC, 9th) Initiate: +2 bonus to save DC for spells cast against aberrations, outsiders and undead, +1 per 5 caster levels. Acolyte: Add Charisma bonus to damage of all spells against aberrations, outsiders and undead. Magister: Add Charisma bonus to caster level checks to overcome SR of aberrations, outsiders and undead. Spectability: Gain Charisma bonus to hit aberrations, outsiders and undead with melee and ranged attack spells. Archmagus: Treat damage reduction and energy resistance of aberrations, outsiders and undead as halved against attacks and spells by White Mage.

Order of the Fountain of Life

Bonus class skill: Heal Order spells: Remove Fear (1st), Remove Paralysis (2nd), Remove Disease (3rd), Neutralize Poison (4th), Raise Dead (5th), Revive Outsider (SpC) (6th), Regenerate (7th), Resurrection (8th), True Ressurection (9th) Initiate: Roll d10 for d8 when casting cure spells. Acolyte: Gain Reach spell metamagic feat for free. Magister: Empower a Conjuration (Healing) spell without increasing spell level once per day per Charisma bonus. Spectability: Cast Conjuration (Healing) spell as immediate action once per day per Charisma bonus. Archmagus: All Conjuration (Healing) spells bestow temporary hit points equal to spell level + Charisma bonus with a duration of 1 hour/caster level.

Order of the Illuminate Scroll

Bonus class skill: Gather Information Bonus spells: Comprehend languages (1st), Locate Object (2nd), Blindsight (3rd), Scrying (4th), Contact Other Plane (5th), Find the Path (6th), Vision (7th), Discern Location (8th), Foresight (9th) Initiate: Divination spells are cast at +1 caster level Acolyte: Reroll failure chance roll of divination spells. Magister: Extend Divination spell without increased cost 1/day per Charisma bonus. Spectability: Cast Divination spells as swift action once per day per charisma bonus. Archmagus:

Order of the Glorious Gate: (Rename ???)

Bonus class skill: Bonus spells: Summon Monster (all at the respective level) Initiate: Rapid Summoning, cast Conjuration (Summoning) spells as standard actions/ Acolyte: Conjured monsters get +2 bonus to saves Magister: Conjuration (summoning) are automaticly Extended as per metamagic feat without changing the spell level Spectability: Conjured monsters gain +2 bonus to any two ability scores. These must be chosen by the mage when he gains this ability and may not be changed later. Archmage: When casting a Conjuration (summoning) spell, may cast a second spell as a swift action that affects the summoned creature(s).

Order of the Perpetuum Mobile

Bonus class skills: Use Magic Device Bonus spells: Repair Light Damage (SpC, 1st), Make Whole (2nd), Repair Serious Damage (SpC, 3rd), Ray of Deanimation (SpC, 4th), Animate Objects (6th), Fantastic Machine (SpC, 7th), Greater Fantastic Machine (SpC, 9th) Initiate: +1 caster level to all spells targeted on constructs Acolyte, Magister, Spectability, Archmage: Any item creation feat as bonus feat.

Order of the Horizon Key

Bonus class skills: Survival Bonus spells: Portal Beacon (1st), Avoid Planar Effects (2nd), Analyze Portal (3rd), Planar Tolerance (4th), Planeshift (5th), Greater Plane Shift (7th, SpC), Gate (9th)

Order of the Crystal Eye

The inquisitors of the order. They hunt supernatural creatures, uphold arcane law, and Bonus class skills: Search Bonus spells: Instant Search (1st), Zone of Truth (2nd), Clarity of Mind (3rd), Discern Lies (4th), Greater Scrying (7th), Greater Spell Immunity (8th), Imprisonment (9th) Initiate: Acolyte: +2 bonus to saves against mind-influencing effects

Ex-White Mages

White Mages who violate their code of conduct and taint their pure arcane energies are severely hampered: They lose their class specials (excluding extra proficiencies and class skills) and suffer a -2 penalty to their caster level and to the save DC of their spells. They may continue advancing, but many retrain as sorcerers or even dread necromancers.

Accept taint to cast boosted Evil or Necromancy spell?

Home of user-generated,
homebrew pages!


Advertisements: