White Magic

SubclassValdaSpire242014Witch

Subclass features

Heal and Mend a Broken World

White Magic is fundamentally good and benevolent for all living things. Witches that adopt this craft, in spite of the hateful curse that infects them, often dedicate themselves to healing and caretaking.

White Magic Spells

When you reach a Witch level specified in the White Magic Spells table, you thereafter always have the listed spells prepared.

Remedy

You have a reservoir of healing magic represented by a pool of d6s. The number of dice in this pool equals your Witch level.

As a Magic action or a Bonus Action, you can heal yourself or one creature you can see within 60 feet of yourself, expending one or more dice from the pool. You can expend a maximum number of dice equal to your Charisma modifier (minimum of one). Roll the dice you expend, and add your Charisma modifier to the roll if you use this feature as a Magic action, restoring a number of Hit Points equal to the total.

Your pool regains all expended dice when you finish a Long Rest.

You can craft a magical talisman that wards off harm. Creating a talisman takes 1 hour of work, which can be done during a Short or a Long Rest. You can only have one of these talismans at a time; crafting a new talisman causes the previous one to become nonmagical. Any creature wearing the talisman adds a d4 to all saving throws it makes.

When you, your familiar, or an Ally you can see within 30 feet of you takes damage, you can take a Reaction to cause that creature to regain a number of Hit Points equal to 1d10 plus your Charisma modifier.

Once you use this feature, you can't use it again until you finish a Short or Long Rest. You can also restore your use of it by expending a level 2+ spell slot (no action required).

Witch's Gift

Level 14

Whenever you cast a spell or use a Witch feature that restores a creature's Hit Points, that creature gains a +3 bonus to its Armor Class until the end of your next turn.

Raw data
{
  "name": "White Magic",
  "__prop": "subclass",
  "source": "ValdaSpire24",
  "className": "Witch",
  "shortName": "White",
  "classSource": "ValdaSpire24",
  "subclassSpells": [
    "Bless|XPHB",
    "Cure Wounds|XPHB",
    "Lesser Restoration|XPHB",
    "Prayer of Healing|XPHB",
    "Spare The Dying|XPHB",
    "Beacon of Hope|XPHB",
    "Revivify|XPHB",
    "Death Ward|XPHB",
    "Guardian of Faith|XPHB",
    "Mass Cure Wounds|XPHB",
    "Raise Dead|XPHB"
  ],
  "additionalSpells": [
    {
      "prepared": {
        "3": [
          "Bless|XPHB",
          "Cure Wounds|XPHB",
          "Spare The Dying|XPHB",
          "Lesser Restoration|XPHB",
          "Prayer of Healing|XPHB"
        ],
        "5": [
          "Beacon of Hope|XPHB",
          "Revivify|XPHB"
        ],
        "7": [
          "Death Ward|XPHB",
          "Guardian of Faith|XPHB"
        ],
        "9": [
          "Mass Cure Wounds|XPHB",
          "Raise Dead|XPHB"
        ]
      }
    }
  ],
  "subclassFeatures": [
    [
      {
        "name": "White Magic",
        "type": "entries",
        "level": 3,
        "__prop": "subclassFeature",
        "source": "ValdaSpire24",
        "entries": [
          "{@i Heal and Mend a Broken World}",
          "White Magic is fundamentally good and benevolent for all living things. Witches that adopt this craft, in spite of the hateful curse that infects them, often dedicate themselves to healing and caretaking.",
          {
            "name": "White Magic Spells",
            "type": "entries",
            "level": 3,
            "__prop": "subclassFeature",
            "source": "ValdaSpire24",
            "entries": [
              "When you reach a Witch level specified in the White Magic Spells table, you thereafter always have the listed spells prepared.",
              {
                "rows": [
                  [
                    "3",
                    "{@spell Bless|XPHB}, {@spell Cure Wounds|XPHB}, {@spell Lesser Restoration|XPHB}, {@spell Prayer of Healing|XPHB}, {@spell Spare The Dying|XPHB}"
                  ],
                  [
                    "5",
                    "{@spell Beacon of Hope|XPHB}, {@spell Revivify|XPHB}"
                  ],
                  [
                    "7",
                    "{@spell Death Ward|XPHB}, {@spell Guardian of Faith|XPHB}"
                  ],
                  [
                    "9",
                    "{@spell Mass Cure Wounds|XPHB}, {@spell Raise Dead|XPHB}"
                  ]
                ],
                "type": "table",
                "caption": "White Magic Spells",
                "colLabels": [
                  "Witch Level",
                  "Spells"
                ],
                "colStyles": [
                  "col-2 text-center",
                  "col-11"
                ]
              }
            ],
            "className": "Witch",
            "classSource": "ValdaSpire24",
            "subclassSource": "ValdaSpire24",
            "subclassShortName": "White"
          },
          {
            "name": "Remedy",
            "type": "entries",
            "level": 3,
            "__prop": "subclassFeature",
            "source": "ValdaSpire24",
            "entries": [
              "You have a reservoir of healing magic represented by a pool of d6s. The number of dice in this pool equals your Witch level.",
              "As a {@action Magic|XPHB} action or a {@variantrule Bonus Action|XPHB}, you can heal yourself or one creature you can see within 60 feet of yourself, expending one or more dice from the pool. You can expend a maximum number of dice equal to your Charisma modifier (minimum of one). Roll the dice you expend, and add your Charisma modifier to the roll if you use this feature as a {@action Magic|XPHB} action, restoring a number of {@variantrule Hit Points|XPHB} equal to the total.",
              "Your pool regains all expended dice when you finish a {@variantrule Long Rest|XPHB}."
            ],
            "className": "Witch",
            "classSource": "ValdaSpire24",
            "subclassSource": "ValdaSpire24",
            "subclassShortName": "White"
          }
        ],
        "className": "Witch",
        "classSource": "ValdaSpire24",
        "subclassSource": "ValdaSpire24",
        "subclassShortName": "White"
      }
    ],
    [
      {
        "type": "entries",
        "level": 6,
        "__prop": "subclassFeature",
        "header": 2,
        "entries": [
          {
            "name": "Talisman of Protection",
            "type": "entries",
            "level": 6,
            "__prop": "subclassFeature",
            "header": 2,
            "source": "ValdaSpire24",
            "entries": [
              "You can craft a magical talisman that wards off harm. Creating a talisman takes 1 hour of work, which can be done during a {@variantrule Short Rest|XPHB|Short} or a {@variantrule Long Rest|XPHB}. You can only have one of these talismans at a time; crafting a new talisman causes the previous one to become nonmagical. Any creature wearing the talisman adds a {@dice d4} to all saving throws it makes."
            ],
            "className": "Witch",
            "classSource": "ValdaSpire24",
            "subclassSource": "ValdaSpire24",
            "subclassShortName": "White"
          }
        ],
        "className": "Witch",
        "classSource": "ValdaSpire24",
        "subclassSource": "ValdaSpire24",
        "subclassShortName": "White"
      }
    ],
    [
      {
        "type": "entries",
        "level": 10,
        "__prop": "subclassFeature",
        "header": 2,
        "entries": [
          {
            "name": "Benevolent Surge",
            "type": "entries",
            "level": 10,
            "__prop": "subclassFeature",
            "header": 2,
            "source": "ValdaSpire24",
            "entries": [
              "When you, your familiar, or an {@variantrule Ally|XPHB} you can see within 30 feet of you takes damage, you can take a {@variantrule Reaction|XPHB} to cause that creature to regain a number of {@variantrule Hit Points|XPHB} equal to {@dice 1d10} plus your Charisma modifier.",
              "Once you use this feature, you can't use it again until you finish a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB}. You can also restore your use of it by expending a level 2+ spell slot (no action required)."
            ],
            "className": "Witch",
            "classSource": "ValdaSpire24",
            "subclassSource": "ValdaSpire24",
            "subclassShortName": "White"
          }
        ],
        "className": "Witch",
        "classSource": "ValdaSpire24",
        "subclassSource": "ValdaSpire24",
        "subclassShortName": "White"
      }
    ],
    [
      {
        "type": "entries",
        "level": 14,
        "__prop": "subclassFeature",
        "header": 2,
        "entries": [
          {
            "name": "Witch's Gift",
            "type": "entries",
            "level": 14,
            "__prop": "subclassFeature",
            "header": 2,
            "source": "ValdaSpire24",
            "entries": [
              "Whenever you cast a spell or use a Witch feature that restores a creature's {@variantrule Hit Points|XPHB}, that creature gains a +3 bonus to its {@variantrule Armor Class|XPHB} until the end of your next turn."
            ],
            "className": "Witch",
            "classSource": "ValdaSpire24",
            "subclassSource": "ValdaSpire24",
            "subclassShortName": "White"
          }
        ],
        "className": "Witch",
        "classSource": "ValdaSpire24",
        "subclassSource": "ValdaSpire24",
        "subclassShortName": "White"
      }
    ]
  ]
}