Arcane Tradition - White Mage

While many Wizards dedicate themselves to studying the weave and researching spells of their own, some dedicate themselves instead to the study of the heavens and gods. Their grasp of spells focuses on wielding the energies of the heavens not via pact, via gift, or via bloodline, but instead via simple understanding. A fundamental knowledge of the celestial and how it manifests both to heal and harm is integral to a White Mage wizard, and forms the foundation of how they perform.

White Mages often originate from churches or church-affiliated institutions of learning, but they need not be religious. Sometimes a wizard will find themselves on the path of the White Mage simply by virtue of wanting to understand the heavens, rather than from any direct belief or adherence to any doctrine.

Alternate Spell List

Replaces Wizard Spell List

When you take this Arcane Tradition at 2nd level, you decide to take your studies in a radically different direction to your previous studies, and that of most Wizards in general. Instead of learning spells from the Wizard spell list, you now learn spells from the Cleric spell list. You also choose one Cleric Domain and add their Domain Spells to the list of spells you can learn.

You do not replace or unlearn the Wizard spells you learned at first level, but nor can you copy Wizard spells into your spell book from now on - only Cleric spells. You can, however, cast both Wizard and Cleric spells from spell scrolls.

Divine Benision

Your glance into the celestial realm grants you a modicum of protection, and the more knowledge you gain on this the greater your aegis. You can now calculate your armour class as 13 + your Intelligence modifier while you are unarmoured and not wearing a shield.

Healing Lily

One of the insights you draw from your studies of the heavens is their capacity for healing and the magic that permeates all things in the weave. From 2nd level whenever you cast a spell of 1st level or higher you generate a charge of Healing Lily, to a maximum of 3 charges at once. As an action you may expend one Healing Lily charge to heal a creature within 60' that you choose for an amount equal to 1d6 + your Wizard level.

You lose all accumulated Healing Lily charges when you complete a long rest.

Blood Lily

The energies of your lily that heals nourishes a new lily that harms. From 6th level whenever you use expend a charge of Healing Lily you gain a charge of Blood Lily, up to a maxium of 3 charges. You can use your bonus action to expend 3 charges of Blood Lily to target a point within 60' of you. A blooming red lily of celestial energy appears at this point and shatters. Creatures you choose within a 10' radius of that point must succeed on a Constitution saving throw or takes 3d12 radiant damage. On a successful saving throw, the damage is halved.

At 11th and 17th levels in this class the damage increases 4d12 and 5d12 respectively.

Rapturous Blooming

From 10th level you add your proficieny bonus to both the healing and damage dealt by your Healing Lily and Blood Lily features. In addition when you use Healing Lily instead of targetting a single creature you can instead split the healing total evenly between all friendly creatures within a 60' radius of yourself (minimum of 1 hit point restored).

Temperance

Your celestial studies allow you to project radiant energy in the form of wings. From 10th level as a bonus action you can grow wings of rainbow light, which grants you a flying speed of 45'. In addition, you and all friendly creatures within a 10' radius of you gain Resistance to all damage. Finally, you can use your Healing Lily as a bonus action instead of an action if you so choose.

Temperance lasts for 1 minute and can be used once, refreshing on a short rest.

Holy Lily

As your strength grows, your mastery of the Blood Lily grants it greater force. From 14th level any creature that fails its saving throw against your Blood Lily is stunned until the end of your next turn. On a successful save, the creatures are instead knocked prone.

Enhanced Divine Benision

From 14th level the armour class calculation for Divine Benision is 15 + your Intelligence modifier.