School of White Magic

Arcane Tradition

While many wizards choose to study specific schools of magic, perhaps specializing in unleashing powerful elemental blasts or producing creatures and objects from thin air, the tradition of White Magic is a rather unique art. Those wizards who study White Magic (often referred to as White Mages) depart from the traditional path of a wizard, instead focusing on spells that aid or empower their allies, as well as those that harness the earth, wind, and water. White Magic incorporates certain aspects of Druidic magic, channeling the power of the natural world into a White Mage's spells.

Restoration Savant

Beginning when you select this tradition at 2nd level, the time and gold it takes you to copy any spell that restores hit points or removes conditions into your spellbook is halved.

White Magic

At 2nd level, when you begin upon the path of the White Mage, you focus your magic upon channeling the natural elements and positive energy. As a result, your spell list becomes the White Mage spell list, as detailed below. You are unable to cast any spells or cantrips you learned from your first level of Wizard that are not on the White Mage spell list, but you may instead retrain them for White Mage spells of the same level.

Additionally, whenever you use a spell to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level.

Regen

At 6th level, you learn to weave positive energy into a ward which gradually mends a creature's wounds. By using an action to expend a spell slot, you can place a blessing of regeneration upon a creature within 60 feet. The target regains 1d4 hit points per level of the expended slot at the start of each of its turns, as long as it has at least 1 hit point remaining. Regen is treated as a spell of the expended slot’s level for purposes of your White Magic feature, and lasts for a number of rounds equal to your Intelligence modifier.

Divine Seal

At 10th level, you can channel surges of power into your healing spells. As a bonus action, you can activate Divine Seal, which remains active for one minute or until you cast a spell that uses one of its benefits. Divine Seal’s effects on various spells are detailed below. You may activate Divine Seal once per short rest.

  • Spells restore hit points roll their dice twice, adding the second roll to the amount of hit points restored.
  • Spells that restore a flat number of hit points, such as Heal, restore one and a half times the normal value.
  • Spells that remove a condition remove all conditions on the target that can be removed by that spell. For example, a Lesser Restoration empowered by Divine Seal would remove any blinded, deafened, paralyzed, or poisoned conditions from the target, as well as any effects that specify that they can be removed by Lesser Restoration.
  • Revivify restores an additional 1d6 hit points to the target per hit die they possess.

Reckoning

At 14th level, you have all but mastered the art of White Magic, becoming a conduit for light and the elements. When you use a White Mage spell to restore hit points to a creature or deal radiant or bludgeoning damage, and roll the highest number on any of the spell’s dice, you may roll those dice again and add the amount rolled to the total damage or healing. Even if the rerolled die is also the highest possible number, it cannot be rerolled again.

Cantrips (0 Level)
  • Blade Ward
  • Frostbite
  • Guidance
  • Gust
  • Light
  • Magic Stone
  • Mending
  • Message
  • Mold Earth
  • Prestidigitation
  • Resistance
  • Sacred Flame
  • Shape Water
  • Spare the Dying
  • Thorn Whip
  • Thunderclap
1st Level
  • Alarm
  • Bless
  • Comprehend Languages
  • Create or Destroy Water
  • Cure Wounds
  • Detect Magic
  • Detect Poison and Disease
  • Earth Tremor
  • Expeditious Retreat
  • Faerie Fire
  • False Life
  • Feather Fall
  • Fog Cloud
  • Guiding Bolt
  • Healing Word
  • Identify
  • Jump
  • Longstrider
  • Mage Armor
  • Protection from Evil and Good
  • Purify Food and Drink
  • Sanctuary
  • Shield
  • Shield of Faith
  • Sleep
  • Thunderwave
  • Unseen Servant
2nd Level
  • Aid
  • Augury
  • Barkskin
  • Blindness/Deafness
  • Blur
  • Calm Emotions
  • Darkvision
  • Dust Devil
  • Earthbind
  • Enhance Ability
  • Gentle Repose
  • Gust of Wind
  • Hold Person
  • Lesser Restoration
  • Levitate
  • Locate Object
  • Maximillian’s Earthen Grasp
  • Moonbeam
  • Prayer of Healing
  • Protection from Poison
  • Silence
  • Warding Bond
  • Warding Wind
3rd Level
  • Beacon of Hope
  • Clairvoyance
  • Counterspell
  • Daylight
  • Dispel Magic
  • Erupting Earth
  • Fly
  • Gaseous Form
  • Haste
  • Leomund’s Tiny Hut
  • Mass Healing Word
  • Magic Circle
  • Meld into Stone
  • Plant Growth
  • Protection from Energy
  • Remove Curse
  • Revivify
  • Sending
  • Sleet Storm
  • Spirit Guardians
  • Tidal Wave
  • Tongues
  • Wall of Sand
  • Wall of Water
  • Water Breathing
  • Water Walk
  • Wind Wall
4th Level
  • Conjure Minor Elementals
  • Control Water
  • Death Ward
  • Divination
  • Freedom of Movement
  • Otiluke’s Resilient Sphere
  • Stone Shape
  • Stoneskin
  • Storm Sphere
  • Watery Sphere
5th Level
  • Commune with Nature
  • Conjure Elemental
  • Control Winds
  • Creation
  • Dispel Evil and Good
  • Greater Restoration
  • Hold Monster
  • Maelstrom
  • Mass Cure Wounds
  • Passwall
  • Planar Binding
  • Raise Dead
  • Scrying
  • Teleportation Circle
  • Transmute Rock
  • Wall of Stone
6th Level
  • Bones of the Earth
  • Contingency
  • Globe of Invulnerability
  • Heal
  • Investiture of Stone
  • Investiture of Wind
  • Move Earth
  • Sunbeam
  • True Seeing
  • Wind Walk
  • Word of Recall
7th Level
  • Conjure Celestial
  • Divine Word
  • Etherealness
  • Plane Shift
  • Regenerate
  • Resurrection
  • Whirlwind
8th Level
  • Control Weather
  • Earthquake
  • Holy Aura
  • Power Word Stun
  • Sunburst
  • Telepathy
  • Tsunami
9th Level
  • Astral Projection
  • Foresight
  • Gate
  • Mass Heal
  • Power Word Heal
  • True Resurrection
Reference: Regen by Slot Level
Slot Level Healing per Round
1st 5 (1d4+3)
2nd 9 (2d4+4)
3rd 12 (3d4+5)
4th 16 (4d4+6)
5th 19 (5d4+7)
6th 23 (6d4+8)
7th 26 (7d4+9)
8th 30 (8d4+10)
9th 33 (9d4+11)
Image Credits:

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