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Grynning
2015-11-10, 10:21 AM
My friend wrote this one. Basically, it's a Wizard path that can act as the primary healer without losing any blasty-blasty fun.

Full article: http://forgotmydice.com/index.php/2015/11/09/white-mage/

Quick Rules:

School of the White Wizard

When using this school, the spells below are added into the Wizard Spell list, if not already present. They also represent the Path of Spirit for your wizards Spirit Savant ability (more on that below). Spells marked with an * asterisk are from the Frog God Games product the Book of Lost Spells.



Path of Spirit


Cantrip

Light
Resistance
Spare the Dying

1st Level
Cure Wounds
Detect Life*
Healing Word
Inflict Wounds

2nd Level
Aid
Lesser Restoration
Prayer of Healing

3rd Level
Daylight
Delay Death*
Mass Healing Word
Remove Curse

4th Level
Death Ward
Locate Creature
Purifying Bath*

5th Level
Greater Restoration
Mass Restoration

6th Level
Extract Life*
Harm
Heal

7th Level
Obliterate Soul
*
Regenerate
Resurrection

8th Level
Clone
Halt Aging*
Sunburst



9th Level
Hide the Soul*
Mass Heal
True Resurrection

Spirit Savant
Beginning when you select the School of the White Wizard at 2nd level, the gold and time you must spend to copy a Path of Spirit spell into your spell book is halved.

Disciple of Spirit
Starting at 2nd level when you choose this school, 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 your Intelligence modifier.

Spirit Fountain
Starting at 6th level, whenever the you cast a spell in the School of Spirit, you immediately heal 1d8 hit points. Furthermore, you may spend your Hit Dice to heal other creatures during a short rest. These hit dice are regained as normal.

Spirit Evocation
Starting at 10th level, when you cast a spell that forces a creature to make a saving throw, choose a number of creatures equal to your Intelligence modifier (minimum of 1) to automatically succeed on the save. If the spell would deal damage on a successful save, the creature regains that amount of hit points instead. The damage type of the spell changes to Radiant Damage. After you use this feature, you cannot use this feature again until you complete a short or long rest.

Spirit Halo
Starting at 14th level, you may use a bonus action to stabilize a creature within 120 feet of you. Furthermore, any time you cast a spell that heals a creature, or that does radiant damage, you cast the spell as if you used a spell slot two slots higher.

Grynning
2015-11-10, 10:28 AM
Oh, if the spell selection seems a bit strong, read the article - it's kinda intended for a campaign setting with no clerics in it.

TheTeaMustFlow
2015-11-10, 01:34 PM
Mostly I like it, but personally I'd remove spells like inflict and wounds from the list, since they are certainly not white magic (and not much good to a wizard anyway, considering he already has more than enough ways to kill things)

Southern Cross
2015-11-15, 10:04 PM
Can I modify this into a Pathfinder archetype?

Grynning
2015-11-16, 11:04 AM
Sure, just credit the original source please.