Table of Contents
A quiet and well-groomed man waves his cane around himself, drawing in magical energy from the land and calling forth its power. With a flick of his wrist, the land parted and erupted sending his foe toppling to the ground.
A gentle young woman rushes to their ally's side. Through prayer and reverence for the land, its power is shared with her, allowing her to close the wounds of her dying friend.
A stern heavily robed figure approached the abomination, raised from the dead. Calling for shining light, she banishes the undead back to the abyss.
Serene and elegant, the White Mages commune with the world around them, borrowing power from elementals present throughout the world. They are level-headed, respectful spell casters who are aware that overstepping one's bounds in the world of magic can lead to calamity, and seek to keep order within the magic world while mending the wounds of those around them.
One with the land
White Mage's strength stems from an art they refer to as conjury. Conjury calls upon the elements of earth, wind, and water and concentrates them to a potency at which spells can be weaved. Through practiced meditation on the essences of creation, conjurers draw forth and absorb magic from their immediate surroundings. A wand or cane made from unworked wood is then utilized to focus the magical energy until it manifests as the desired spell. Versed also in magicks that restore and strengthen, White Mages are regarded as accomplished healers.
Patrons of Light
White Mages find their roots in a society which revered nature as an ally, borrowing the power of the land and elementals to soothe wounds and protect from the wicked. Over time, the White Mages of the past overused this power causing the elementals to act out and smite the land, alongside the damage wrought by the opposing Black Mages, the world fell into a dark age. Today White Mages are few and far between, practicing the forbidden art to wield the powers of nature and light to drive off evil in protection of the world again.
Creating a White Mage
When creating a White Mage one must question how they came into the art of conjury and the profession of White Mage. Did a kindly mentor take you under their wing? Did your studies of magic from the past lead you to discover how to draw power from the world you lived in? Perhaps the elementals which inhabit the land reached out to you and their whispers guided you to the path of a White Mage. Nonetheless, a White Mage's role in the world is that of a protector, soothing the wounds of those who need it most, settling enraged elementals and driving the beings who bring destruction back from hence they came.
Class Features
As a White Mage, you gain the following class features
Hit Points
Hit Dice: 1d6 per White Mage level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per White Mage level after 1st
Proficiencies
Armor: None
Weapons: Daggers, Darts, Slings, Quarter Staffs, Light Crossbows
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from Arcana, Deception, Insight, Persuasion, History, Religion, Medicine.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
(a) a dagger or (b) a quarterstaff
(a) a light crossbow and 20 bolts or (a) a simple weapon
a spell-casting focus (a cane, staff, wand or similar object)
(a) an explorer's pack or (b) a scholar's pack
Full Description
https://www.gmbinder.com/share/-LsDqsNbupzeLhkTIcPv
Pg. 128