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This be Richard
2016-06-21, 09:34 AM
So. Suppose I want to make a white mage with a wizard's flavor. Not a bard, not a cleric, but a squishy, scholarly wizard that has to maintain a spellbook, but is focused on healing and buffs and protection. The wizard spell list doesn't support what I'm looking to do. Access to the full array of appropriate spells is probably beyond the limits of a subclass, and the white mage should probably be missing the Wizard's damage-heavy options.

Am I better off creating a new, alternate spell list for wizards of this type, or should I just say "screw it" and make an entirely new class?
Or is there an option I'm missing?
Looks like it's gonna be a new class. Lots to think about.
This first post will be kept updated with the most recent version of the class.

Here (http://homebrewery.naturalcrit.com/share/BkWhf7LuH) is the pretty version of the class in its current state, though it only seems to play nicely with Chrome.



Level
Proficiency Bonus
Features
Cantrips Known
1st
2nd
3rd
4th
5th
6th
7th
8th
9th


1st
+2
Spellcasting, Mystic Barrier (1/rest)
3
2
-
-
-
-
-
-
-
-


2nd
+2
Essential Discipline
3
3
-
-
-
-
-
-
-
-


3rd
+2
-
3
4
2
-
-
-
-
-
-
-


4th
+2
Ability Score Improvement
4
4
3
-
-
-
-
-
-
-


5th
+3
-
4
4
3
2
-
-
-
-
-
-


6th
+3
Essential Discipline feature
4
4
3
3
-
-
-
-
-
-


7th
+3
-
4
4
3
3
1
-
-
-
-
-


8th
+3
Ability Score Improvement
4
4
3
3
2
-
-
-
-
-


9th
+4
-
4
4
3
3
3
1
-
-
-
-


10th
+4
Protective Aura, Mystic Barrier (2/rest)
5
4
3
3
3
2
-
-
-
-


11th
+4
-
5
4
3
3
3
2
1
-
-
-


12th
+4
Ability Score Improvement
5
4
3
3
3
2
1
-
-
-


13th
+5
-
5
4
3
3
3
2
1
1
-
-


14th
+5
Essential Discipline Feature
5
4
3
3
3
2
1
1
-
-


15th
+5
-
5
4
3
3
3
2
1
1
1
-


16th
+5
Ability Score Improvement
5
4
3
3
3
2
1
1
1
-


17th
+6
-
5
4
3
3
3
2
1
1
1
1


18th
+6
Essential Discipline feature
5
4
3
3
3
3
1
1
1
1


19th
+6
Ability Score Improvement
5
4
3
3
3
3
2
1
1
1


20th
+6
Arcane Benediction
5
4
3
3
3
3
2
2
1
1



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 Consitution modifier per white mage level after 1st.

Proficiencies
Armor: None
Weapons: Clubs, quarterstaffs, slings, light crossbows
Tools: Herbalism kit
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion

Equipment
You start the game with the following equipment, in addition to the equipment granted by your background:
*(a) a component pouch or (b) an arcane focus
*(a) a scholar's pack or (b) an explorer's pack
* A quarterstaff
* A spellbook

Spellcasting
Basically this works exactly as per the Wizard's Spellcasting feature on page 114 of the player's handbook, save that it applies to white mage spells instead of wizard spells and requires that you take Bolster Defense as one of your three cantrips.

Mystic Barrier
You have learned to draw positive arcane energies together to shield your allies from harm. As an action, you may choose up to six creatures within 60 feet of you and grant them a number of temporary hit points equal to one half of your white mage level (rounded up). After one minute, any temporary hit points remaining from this feature are lost. Once you have used this feature, you may not use it again until you finish a short or long rest.
Beginning at 10th level, you can use your Mystic Barrier feature twice between rests.
Performing acts of violence disrupts your hold on the energies used to create this barrier. Whenever you perform an attack or spell that damages another creature, you lose the ability to use this feature until you finish a long rest.

Essential Discipline
At 2nd level, you choose a discipline on which to focus, shaping your practice of white magic through one of three approaches: Restoration, Preservation, or Endowment, all detailed at the end of the class description.
Your choice grants you features at 2nd level and again at 6th, 14th, and 18th level.

Protective Aura
Starting at 10th level, you surround yourself with a halo of positive energies that protects you and your allies. Whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature has advantage for the roll. You must be conscious to grant this effect. If you perform an attack or spell that inflicts damage on another creature, this feature ceases to function until you finish a long rest.

Arcane Benediction
By 20th level, your essence is so replete with positive energy that you forever lose the capacity to cause harm to others; you are treated as being under the effect of the soft touch spell at all times, and the effect may not be ended by any means. At the same time, you can draw on that abundant wellspring of power to grant your allies a powerful blessing.
Using your action, you may choose six creatures within 60 feet of you to receive the following benefits:
Each creature immediately recovers 50 hit points.
For one minute, the affected creatures have advantage on all saving throws.
A nimbus of radiant energy forms around each creature, inflicting 25 radiant damage to the first enemy to hit them with a melee attack within one minute of this feature's use. This damage is doubled against fiends and undead.Once you use this feature, you cannot use it again until you finish a long rest.

Discipline of Restoration
Innate Healing
At 2nd level, you gain access to the Cure Wounds spell even without your spellbook, and you may cast it without having it prepared.

Disciple of Life
Also at 2nd level, your healing spells become 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 2 + the spell's level.

Blessed Healer
Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell's level.

Restorative Abjuration
At 14th level, whenever you use a spell of 1st level or higher to restore hit points to a single creature, that creature also gains a number of temporary hit points equal to half your level, rounded up.

Supreme Healing
Starting at 18th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.

Discipline of Preservation
Armor of Light
At 2nd level, you gain access to the Mage Armor spell even without your spellbook, and you may cast it without having it prepared.

Uncanny Ablation
Additionally at 2nd level, you learn to turn aside incoming attacks with a quick burst of magical energies. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to roll 1d4 and add the result to your AC for the duration of the attack. You may use this feature after the attack has been rolled, but before its effects have been applied.
You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Improved Ablation
Starting at 6th level, when a creature that you can see within 30 feet of you is attacked by another creature, you can use your reaction to protect the targeted creature with your Uncanny Ablation feature in the same way that you would use it to protect yourself.
In addition, you now regain all of your expended uses of Uncanny Ablation when you finish a short or long rest.

Protective Savant
At 14th level, when you grant temporary hit points with your Mystic Barrier feature or the Bolster Defense spell, any affected creatures gain additional temporary hit points equal to half your Intelligence modifier, rounded up (minimum one).

Ablative Mastery
At level 18, your peerless skill with defensive magical energies has reached the point that you are no longer limited in the number of times you may use your Uncanny Ablation feature. You may use Uncanny Ablation and Improved Ablation at will, using your reaction as normal. In addition, when using Uncanny Ablation, you may ignore the roll and simply apply a bonus of 4 to the defender's AC.

Discipline of Endowment
Blessed Gift
At 2nd level, you gain access to the Bless spell even without your spellbook, and you may cast it without having it prepared.

Enchanted Stroke
Also at 2nd level, you learn to weave a quick arcane link between an ally and a foe, aiding your comrade in his next strike against it. When you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than 5 feet of you. Additionally, you may use the Help action as a bonus action.

Mystic Edge
Starting at 6th level, when you use your Mystic Barrier feature or cast Bolster Defense, you enable your allies to channel the arcane energies around them into their attacks. Upon successfully striking a single enemy with a weapon attack or damaging cantrip, a creature with temporary hit points from your Mystic Barrier feature or a casting of Bolster Defense that you performed may expend their temporary hit points to increase the damage of their attack by one for each temporary hit point expended.

Greater Enchanted Stroke
At 14th level, your talent for enhancing your allies' attacks improves, and whenever you use the Help action to aid an ally in attacking a creature, the attack benefitting from your assistance deals additional damage equal to your Intelligence modifier (minimum one additional point of damage).

Explosive Barrier
At 18th level, the magical defenses you erect become as dangerous to your enemies as they are beneficial to your allies. When a creature with temporary hit points from your Mystic Barrier feature or a casting of Bolster Defense that you performed is hit by another creature with a melee attack, the attacking creature takes radiant damage equal to the number of temporary hit points that were depleted by the triggering melee attack.
There are two new cantrips, noted in italics.

Cantrips:
Blade Ward
Bolster Defense
Dancing Lights
Friends
Guidance
Light
Mage Hand
Mending
Message
Minor Illusion
Prestidigitation
Quickstep
Resistance
Soft Touch
Spare the Dying
True Strike
Level 1:
Alarm
Bless
Charm Person
Comprehend Languages
Create or Destroy Water
Cure Wounds
Detect Magic
Detect Poison and Disease
Disguise Self
Expeditious Retreat
False Life
Feather Fall
Find Familiar
Goodberry
Healing Word
Heroism
Identify
Illusory Script
Jump
Longstrider
Mage Armor
Protection from Evil and Good
Purify Food and Drink
Sanctuary
Shield
Silent Image
Unseen Servant
Level 2
Aid
Alter Self
Arcane Lock
Blindness/Deafness
Blur
Calm Emotions
Continual Flame
Darkness
Darkvision
Enhance Ability
Enlarge/Reduce
Gentle Repose
Gust of Wind
Invisibility
Knock
Lesser Restoration
Levitate
Locate Object
Magic Mouth
Magic Weapon
Mirror Image
Misty Step
Nystul's Magic Aura
Prayer of Healing
Protection from Poison
Rope Trick
See Invisibility
Spider Climb
Suggestion
Warding Bond
Zone of Truth
Level 3
Beacon of Hope
Blink
Counterspell
Create Food and Water
Daylight
Dispel Magic
Feign Death
Fly
Glyph of Warding
Haste
Leomund's Tiny Hut
Magic Circle
Mass Healing Ward
Nondetection
Protection from Energy
Remove Curse
Revivify
Sending
Tongues
Water Breathing
Water Walk
Level 4
Arcane Eye
Banishment
Death Ward
Dimension Door
Freedom of Movement
Greater Invisibility
Leomund's Secret Chest
Locate Creature
Mordenkainen's Private Sanctum
Otiluke's Resilient Sphere
Polymorph
Stoneskin
Level 5
Awaken
Contact Other Plane
Creation
Dispel Evil and Good
Greater Restoration
Hallow
Legend Lore
Mass Cure Wounds
Passwall
Raise Dead
Rary's Telepathic Bond
Teleportation Circle
Wall of Force
Level 6
Arcane Gate
Contingency
Find the Path
Forbiddance
Globe of Invulnerability
Guards and Wards
Heal
Heroes' Feast
True Seeing
Word of Recall
Level 7
Etherealness
Mordenkainen's Magnificent Mansion
Plane Shift
Regenerate
Resurrection
Sequester
Simulacrum
Teleport
Level 8
Antimagic Field
Clone
Demiplane
Holy Aura
Mind Blank
Telepathy
Level 9
Astral Projection
Foresight
Gate
Mass Heal
Power Word Heal
True Resurrection
Bolster Defense, available to Bards, Clerics, and White Mages
Abjuration cantrip
Casting Time: 1 action
Range: 60 feet
Components: V,S
Duration: 1 minute
A quick infusion of positive energy shields an ally from harm. The target gains 1d6 temporary hit points. Any remaining temporary hit points provided by this spell are lost when the effect ends.
The temporary hit points granted by this spell increase by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Quickstep, available to Bards, Druids, Sorcerers, Warlocks, Wizards, and White Mages
Divination cantrip
Casting Time: 1 bonus action
Range: Self
Components: V,S
Duration: Instantaneous
A quick spell guides your movement through a dangerous space. The next time your movement triggers an opportunity attack on this turn, the attack is rolled with disadvantage.

Soft Touch, available to Clerics and White Mages
Abjuration cantrip
Casting Time: 1 action
Range: Touch
Components: V,S
Duration: 1 minute
You touch a willing creature and temporarily remove its ability to do harm. For the duration of this spell, all forms of damage resulting from attacks or spells performed by the target are reduced to 0. This spell does not protect against damage caused indirectly, such as effects produced by the subject that enhance the damage of other creatures or falling damage after a creature affected by this spell shoves another creature off a cliff. This spell immediately ends if at any point the subject no longer desires its effects.
Current Concerns
I'm concerned that the capstone might be too strong. (http://www.giantitp.com/forums/showsinglepost.php?p=20938190&postcount=29)
I've come up with an alternate capstone (http://www.giantitp.com/forums/showsinglepost.php?p=20966091&postcount=38); I'd like to hear what people think about it as an alternative to the current version.
I'm wondering if there are too-powerful exploits that could be achieved by dipping into another class or, alternatively, dipping into White Mage with another class.
Whatever you might bring up!

Final Hyena
2016-06-21, 10:18 AM
You want a wizard with a more bard/cleric spell list that isn't a bard/cleric. Well those tend to either have some martial prowess or break into the damaging routes so what you want is the base of bard/cleric spells but with the damage spells removed and an archetype that enhances buffing/healing/protection.

You could look at this recent creation for an idea or two. (http://www.giantitp.com/forums/showthread.php?491215-FFXIV-Inspired-Arcane-Tradition-School-of-White-Magic-PEACH&p=20897949)

If you have the time to go all out making a class with a heal/buff/protection archetype it might work a bit better as the wizard is kind of balanced around their spell list, but a modified wizard spell list would still work.

This be Richard
2016-06-21, 11:17 AM
Well, I've come up with a spell list, at least. All spells come exclusively from the PHB. Open to thoughts and suggestions.

Cantrips:
Blade Ward
Dancing Lights
Friends
Guidance
Light
Mage Hand
Mending
Message
Minor Illusion
Prestidigitation
Resistance
Spare the Dying
True Strike
Level 1:
Alarm
Bless
Charm Person
Comprehend Languages
Create or Destroy Water
Cure Wounds
Detect Magic
Detect Poison and Disease
Disguise Self
Expeditious Retreat
False Life
Feather Fall
Find Familiar
Goodberry
Healing Word
Heroism
Identify
Illusory Script
Jump
Longstrider
Mage Armor
Protection from Evil and Good
Purify Food and Drink
Sanctuary
Shield
Silent Image
Unseen Servant
Level 2
Aid
Alter Self
Arcane Lock
Blindness/Deafness
Blur
Calm Emotions
Continual Flame
Darkness
Darkvision
Enhance Ability
Enlarge/Reduce
Gentle Repose
Gust of Wind
Invisibility
Knock
Lesser Restoration
Levitate
Locate Object
Magic Mouth
Magic Weapon
Mirror Image
Misty Step
Nystul's Magic Aura
Prayer of Healing
Protection from Poison
Rope Trick
See Invisibility
Spider Climb
Suggestion
Warding Bond
Zone of Truth
Level 3
Beacon of Hope
Blink
Counterspell
Create Food and Water
Daylight
Dispel Magic
Feign Death
Fly
Glyph of Warding
Haste
Leomund's Tiny Hut
Magic Circle
Mass Healing Ward
Nondetection
Protection from Energy
Remove Curse
Revivify
Sending
Tongues
Water Breathing
Water Walk
Level 4
Arcane Eye
Banishment
Death Ward
Dimension Door
Freedom of Movement
Greater Invisibility
Leomund's Secret Chest
Locate Creature
Mordenkainen's Private Sanctum
Otiluke's Resilient Sphere
Polymorph
Stoneskin
Level 5
Awaken
Contact Other Plane
Creation
Dispel Evil and Good
Greater Restoration
Hallow
Legend Lore
Mass Cure Wounds
Passwall
Raise Dead
Rary's Telepathic Bond
Teleportation Circle
Wall of Force
Level 6
Arcane Gate
Contingency
Find the Path
Forbiddance
Globe of Invulnerability
Guards and Wards
Heal
Heroes' Feast
True Seeing
Word of Recall
Level 7
Etherealness
Mordenkainen's Magnificent Mansion
Plane Shift
Regenerate
Resurrection
Sequester
Simulacrum
Teleport
Level 8
Antimagic Field
Clone
Demiplane
Holy Aura
Mind Blank
Telepathy
Level 9
Astral Projection
Foresight
Gate
Mass Heal
Power Word Heal
True Resurrection

With that at least tentatively done, then, the question persists:
Could this steal the Wizard's structure (possibly with new subclass features), or does it need its own class built around it?

This be Richard
2016-06-21, 11:37 AM
A concern arises: might the Wizard's Spell Mastery feature break the game when combined with healing spells?
The feature explicitly calls out that each spell must be a "wizard spell" in one's spellbook. This might be in part to stop people from multiclassing cleric and getting infinite heals.

I think I might need to design an entire new class and simply pilfer the wizard's Spellcasting feature design.

Crap.

Final Hyena
2016-06-21, 11:46 AM
I think you need a very low level archetype ability that can be used at will. If you look at the level 1 spells all the combat ones require concentration with the exception of mage armour (8+ hours), shield (reaction), healing word (bonus action making it mostly worthless as the only "good" combat cantrip is blade ward) or cure wounds which can be useless in certain rounds. Something like a creature within 60 feet gets +x to its next attack or ac or saves for a round.

This be Richard
2016-06-21, 12:29 PM
Yeah, it desperately wants for something to do in combat, especially at low levels. Even Blade Ward doesn't do anything when you're dealing with enemies that cause harm with something other than weapons. Should it be a class feature or a new cantrip, do you think?

What to do... a bonus to attack is a touch athematic, but boosting AC or saves seems more like something you'd do on a reaction.
Let's see... the Mastermind Rogue, at third level, can Help as a bonus action at a range of 30'. That doesn't help us because we're looking for something that can be done as an action, but maybe we could introduce a feature that lets you grant advantage to an ally's attack as an action at a larger range? 60 feet, maybe? Would that be adequate?
I think that idea might work better for the Mastermind Rogue, though, in that it can only be exploited for Sneak Attack damage if your party has a second Rogue, which is presumably not a common occurrence. Giving it to the white mage as an at-will would potentially break the rogue in the not-unlikely event that there's one in the party.

Maybe we could give them the ability to hand out temporary HP that lasts until the start of your next turn?
Maybe relevant modifier plus level/2 rounded up?
Or 1d8 turning into 2d8 at level 5 and so on like an attack cantrip, only... offering single-round temp HP.

I like the idea of providing Temp HP, but I don't like how dependent it is on the DM. Cause the GM could always just make sure monsters and such attack creatures you didn't protect, making it worthless... or always attack creatures you did protect, making it overpowered.

Final Hyena
2016-06-21, 01:17 PM
Let's see... the Mastermind Rogue, at third level, can Help as a bonus action at a range of 30'. That doesn't help us because we're looking for something that can be done as an action, but maybe we could introduce a feature that lets you grant advantage to an ally's attack as an action at a larger range? 60 feet, maybe? Would that be adequate?
Or it could be advantage on all checks on their next turn.


I think that idea might work better for the Mastermind Rogue, though, in that it can only be exploited for Sneak Attack damage if your party has a second Rogue, which is presumably not a common occurrence. Giving it to the white mage as an at-will would potentially break the rogue in the not-unlikely event that there's one in the party.
Sneak attack isn't overly hard to trigger anyway.


Maybe we could give them the ability to hand out temporary HP that lasts until the start of your next turn?
Maybe relevant modifier plus level/2 rounded up?
Or 1d8 turning into 2d8 at level 5 and so on like an attack cantrip, only... offering single-round temp HP.
Given that cantrips have a miss chance, but temporary hp always works I think d4 or at most d6 would be safer.


I like the idea of providing Temp HP, but I don't like how dependent it is on the DM. Cause the GM could always just make sure monsters and such attack creatures you didn't protect, making it worthless... or always attack creatures you did protect, making it overpowered.
You could make the temp hp last for multiple round, but casting the spell again (even on a new target) removes the previous temporary hp.
Generally you can get in a situation where most enemies either attack the creature in front of them or have to run and provoke.

This be Richard
2016-06-21, 01:23 PM
How about a cantrip that simply offers Xd4 temp hp that don't go away?

Mystic Barrier
Abjuration cantrip
Casting Time: 1 action
Range: 60 feet
Components: V,S
Duration: Instantaneous
You draw arcane energies together to shield an ally from harm. The target gains 1d4 temporary hit points.
The temporary hit points granted by this spell increase by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Is that reasonable as an at-will option? Too powerful?

Final Hyena
2016-06-21, 01:41 PM
The reason I said;

but casting the spell again (even on a new target) removes the previous temporary hp.
Is that you can cast that spell on the entire party before any combat.
I suppose if you balance the class assuming that will happen then why not.

This be Richard
2016-06-21, 01:53 PM
The reason I said;

Is that you can cast that spell on the entire party before any combat.
I suppose if you balance the class assuming that will happen then why not.
Mmph, that's a very good point, and one that did not occur to me.
Do you see a way to balance the class around that assumption? It seems like a really big deal, but I'd love to maintain the simplicity of the flat THP award if possible.

If not, I suppose I'll just have to place a limitation on it like you suggested.

Final Hyena
2016-06-21, 02:09 PM
well 2.5 temp hp across a party of 4 giving a total boost of 10hp, at end game it boosts up to 10 over 4 for a total of 40hp.
You can kind of compare it to the school of abjurations arcane ward.

So keeping as is you make it your first level feature (along with spellcasting). Alternatively you do the other idea of a cantrip where one casting overwrites previous castings.

This be Richard
2016-06-21, 03:02 PM
Here's an idea... what if we made the feature work differently from the spell, but accomplish something similar (only for the entire party). Then the cantrip can be used as an action to refresh the temp HP of any individual ally who's been hit. You drop the feature before the fight starts or right when it's started, then you use your actions in subsequent rounds to replenish shields one ally at a time with the cantrip. Require a short rest before the feature can be used again to make sure it's only used once, at the outset of the fight.
The feature might or might not have a time limit on it to keep you from just casting it first thing after a rest, depending on whether that restriction is necessary.

Mystic Barrier (1st Level Feature)
You have learned to draw arcane energies together to shield your allies from harm. As an action, you may choose up to five creatures within 60 feet of you and grant them a number of temporary hit points equal to one half of your white mage level (rounded up). After one minute, any temporary hit points remaining from this feature are lost. Once you have used this feature, you may not use it again until you finish a short or long rest.

Bolster Spirit
Enchantment cantrip
Casting Time: 1 action
Range: 60 feet
Components: V,S
Duration: 1 minute
A quick infusion of arcane energy fills an ally with determination. The target gains 1d4 temporary hit points. This effect ends early if the spell is cast again on a different target or if all temporary hit points provided by the effect have been lost or replaced. Any remaining temporary hit points provided by this spell vanish when the effect ends.
The temporary hit points granted by this spell increase by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Actually, does a one minute time limit remove the danger of the white mage just spamming the cantrip even without the vanishes-when-used-on-another-creature part? I feel like it might. Each casting is an action, and the enemy isn't likely to sit by idly while you spend four or five rounds buffing your party... and since it wouldn't last much longer than a single combat, I think the time limit might be enough on its own.

This be Richard
2016-06-22, 10:19 AM
Okay. I took out the dissolves-upon-use-on-another-creature part of Bolster Spirit because I didn't like that, if you used the Mystic Barrier feature to grant all your allies a little temporary HP, then used Bolster Spirit on two allies, one ally would be left without even the temporary hit points from Mystic Barrier. I figure that the one minute duration means that there will be only very limited opportunities to buff up the entire party in advance of a fight.
I also changed it to "Bolster Defense" and refluffed it a bit, but the function is basically the same..

In other news, I've fleshed out the class' features in a big way, so I'd say it's ready for PEACHing.

10 Restorative Abjuration
Creatures healed by a spell you cast of first level or higher gain half your level rounded up in temporary hit points.

20 Restorative Mastery
At 20th level, your restorative abilities are unmatched, but you forever lose the capacity to cause harm to others. You gain access to the Revivify spell even without your spellbook, and you may cast it without having it prepared. Once per long rest, when you use your action to cast Revivify, you may then immediately cast another spell with a casting time of 1 action. In addition, you are treated as being under the effect of the Soft Touch spell at all times, and the effect may not be ended by any means.

Discipline of Healing
2 Innate Healing
You gain access to the Cure Wounds spell even without your spellbook, and you may cast it without having it prepared.
2 Disciple of Life
Starting at 2nd level, 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 2 + the spell's level.
6 Blessed Healer
Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell's level.
14 Regen
Allies healed by a spell you cast of first level or higher regain an additional 1d4 hit points at the end of each of their turns for four turns as long as they have at least one hit point remaining. If this feature is triggered again, it resets the number of turns before the effect expires, but does not stack any additional healing.
18 Supreme Healing
Starting at 18th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.

Discipline of Protection
2 Armor of Light
You gain access to the Mage Armor spell even without your spellbook, and you may cast it without having it prepared.
2 Arcane Ablation
Additionally, at 2nd level, you learn to turn aside incoming attacks with a quick burst of magical energies. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to roll 1d4 and add the result to your AC for the duration of the attack. You may use this feature after the attack has been rolled, but before its effects have been applied.
You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.
6 Improved Ablation
Starting at 6th level, you can also use your Arcane Ablation feature when a creature that you can see within 30 feet of you attacks a creature other than you.
14 Protective Savant
When you use the Mystic Barrier feature or the Bolster Defense spell, affected creatures gain additional temporary hit points equal to half your Intelligence modifier, rounded up (minimum one).
18 Ablative Mastery
Your peerless skill with defensive magical energies has reached the point that you are no longer limited in the number of times you may use your Arcane Ablation feature. You may use Arcane Ablation and Improved Ablation at will, using your reaction as normal. In addition, when using Arcane Ablation, you may ignore the roll and simply apply a bonus of 4 to the defender's AC once per long rest.

Discipline of Augmentation
2 Blessed Gift
You gain access to the Bless spell even without your spellbook, and you may cast it without having it prepared.
2 Enchanted Stroke
You weave a quick arcane link between an ally and a foe, aiding your comrade in his next strike against it. When you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than 5 feet of you. Additionally, you may use the Help action as a bonus action a number of times equal to your Intelligence modifier (minimum one) per long rest.
6 Mystic Edge
Starting at 6th level, when you use your Mystic Barrier feature, you enable your allies to channel the arcane energies around them into their attacks. Upon successfully striking a single enemy with a weapon attack or damaging cantrip, allies under the effects of your Mystic Barrier may expend their temporary hit points to increase the damage of their attack by one for each temporary hit point expended. Only temporary hit points granted by the Mystic Barrier feature may be used in this way.
14 Greater Enchanted Stroke
Your talent for enhancing your allies' attacks improves, and whenever you use the Help action to aid an ally in attacking a creature, the attack benefitting from your assistance deals additional damage equal to your Intelligence modifier (minimum one additional point of damage).
18 Explosive Barrier
At 18th level, the magical defenses you erect become as dangerous to your enemies as they are beneficial to your allies. When a creature with temporary hit points from your Mystic Barrier feature or a casting of Bolster Defense that you performed is hit by another creature with a melee attack, the attacking creature must make a Dexterity saving throw against your spell save DC or take force damage equal to the number of temporary hit points that were depleted by the triggering melee attack.

First post has been updated.

Knaight
2016-06-22, 10:31 PM
Regen seems a bit finnicky. At present, it reads like this:


At 14th level, allies healed by a spell you cast of first level or higher regain an additional 1d4 hit points at the end of each of their turns for four turns as long as they have at least one hit point remaining. If this feature is triggered again, it resets the number of turns before the effect expires, but does not stack any additional healing.

It's got a timer mechanic, and those have been deliberately cut down on in this edition. I'd be inclined to go with either a save ends mechanic or a reverse recharge mechanic. Something like this:


At 14th level, allies healed by a spell you cast of first level or higher regain an additional 1d4 hit points at the end of their turn. For every turn past the first, roll a d6; if the result is 3-6 they regain 1d4 hit points, otherwise the effect ends. If this feature is triggered again, no roll is needed for their next turn.

The timer mechanic is gone, and it guarantees one turn with a 2/3 chance of at least 2, and a 4/9 chance of at least 3. That is a bit less powerful, so having it be 1d6 Hp instead could help, particularly if that same roll is used for if they regain at all.

This be Richard
2016-06-23, 07:29 AM
Regen seems a bit finnicky.

The more I think about it, the more I feel like I need to strip out Regen entirely. Having a feature that provides additional healing every time a healing spell is cast, but doesn't tie the amount of additional healing to either the level of the spell or the healing power of the spell's prescribed dice... seems like it would hugely favor casting out of low-level slots. Why bother casting that cure wounds at level 2 when a significant share of the healing you'll be doing will be the same if you cast it at level 1, you know?

I guess I could tie the spell level into Regen -- you gain hp equal to the slot you cast with for each round until the effect ends, regardless of how the effect is ultimately determined to end -- but that seems like it could be too good with any meaningful duration. Plus, it would be complicated to write because you'd need to account for what happens if you get a healing spell cast on you while you're still under the effects of Regen from a spell of a different level.

Also, adding additional hp every round could slow down play. Especially in the cases of group heals. And it would be bothersome to need to add everything together for heals between combats.

Okay, so Regen's got to go. I'm not entirely sure what I could replace it with, though, so I'm chewing on that.

My primary thoughts at the moment are features that:

allow the caster to give up their own hp to improve healing effects on a one-for-one basis
cause restoration effects to remove more than one debilitating condition per casting
improve the die type for rolled heals by one step (so d4 becomes d6, d8 becomes d10), probably once per rest, though I'm not sure whether it would be short or long.
allow allies to spend hit dice (as though they'd completed a short rest) once per long rest
The problems I currently see with these features are:
that's not super thematic or even super useful
that might be too good (and/or too difficult to clarify in text)
this has lopsided play, working much better with higher-level castings than lower-level ones.
that's probably too powerful for a level 14 feature; it's unprecidented to use hit dice outside of short rests
For option 4, I might be able to get away with capping the number of hit dice that can be spent at the caster's constitution or intelligence mod (minimum one). Any thoughts on that or the other ideas?

I could potentially go with something more powerful and make it a level 18 feature, nerfing supreme healing into a 14th level feature by taking away max rolls and replacing it with rolling twice and taking your favorite... but I feel like max heals are important to keeping lower-level healing spells at all relevant in the endgame, so I'd much rather come up with a feature appropriate to level 14.

This be Richard
2016-06-23, 07:59 AM
I also need to boost or change Restorative Mastery... right now there's very little reason not to take a two-level fighter dip, since that gives you the ability to cast two spells anyway -- with considerably more flexibility and frequency -- along with a package of other things, like armor/shield proficiencies, second wind, and the ability to make opportunity attacks with a martial weapon as opposed to never being able to deal damage with a weapon under any circumstances.

Mystic Edge should probably see a change, too, since Explosive Barrier kind of renders it obsolete.
Changed my mind about this. Mystic Edge allows you to trade your protection for guaranteed additional damage. Explosive Barrier provides both protection and additional damage, but the enemy must have made a melee attack and gets a saving throw to avoid the damage. Mystic Edge allows more secure damage for allies that don't care about the protection or don't think they'll need it (at least, not before the white mage can cast Bolster Defense and give them the temp hp back again).
I also added Bolster Defense as a source of temp hp that can be used for Mystic Edge. I figure the end result, DPR-wise, is similar to if you'd used a spell like Fire Bolt to attack for yourself instead of casting Bolster Defense.

I feel weird now that the healing discipline is the only discipline that doesn't play with the temp hp features and spell. Maybe I can find a way to work that into the level 14 feature... not sure how, though.

Final Hyena
2016-06-23, 11:15 AM
Soft Touch
This spell does not protect against damage caused indirectly, such as falling damage after a creature affected by this spell shoves another creature off a cliff.
How does this interact with say magic weapon?

This be Richard
2016-06-23, 11:48 AM
How does this interact with say magic weapon?

Hm. I suppose that does bear some clarification. I'd rule that attacks with Magic Weapon, Elemental Weapon, etcetera still do no damage, since the damage is being added directly to that of the attack rather than being part of a separate event that takes place after the attack has concluded.

Soft Touch, available to Clerics and White Mages
Abjuration cantrip
Casting Time: 1 action
Range: Touch
Components: V,S
Duration: 1 minute
You touch a willing creature and temporarily remove its ability to do harm. For the duration of this spell, all forms of damage resulting from attacks or spells performed by the target are reduced to 0. This spell does not protect against damage caused indirectly, such as falling damage after a creature affected by this spell shoves another creature off a cliff, but attacks enhanced with damage from external sources (such as the effect of a Magic Weapon spell) still do no damage when applied to an attack made by a creature under the effect of this spell. This spell immediately ends if at any point the subject no longer desires its effects.
How's that?

Final Hyena
2016-06-23, 12:09 PM
I was more thinking along the lines of what happens when a level 20 white mage under constant soft touch (I feel naughty) casts magic weapon on an item someone else uses.

Do they get just the attack bonus? No bonuses? Or all of them?

This be Richard
2016-06-23, 12:19 PM
I was more thinking along the lines of what happens when a level 20 white mage under constant soft touch (I feel naughty) casts magic weapon on an item someone else uses.
Do they get just the attack bonus? No bonuses? Or all of them?

OH! Yeah, that's... hm. That's an excellent question.
For the sake of the Augmentation Discipline functioning in its role as an attack-buffer, I'd say that those effects still function normally.

Soft Touch, available to Clerics and White Mages
Abjuration cantrip
Casting Time: 1 action
Range: Touch
Components: V,S
Duration: 1 minute
You touch a willing creature and temporarily remove its ability to do harm. For the duration of this spell, all forms of damage resulting from attacks or spells performed by the target are reduced to 0. This spell does not protect against damage caused indirectly, such as effects produced by the subject that enhance the damage of other creatures or falling damage after a creature affected by this spell shoves another creature off a cliff. This spell immediately ends if at any point the subject no longer desires its effects.

Knaight
2016-06-23, 02:14 PM
The more I think about it, the more I feel like I need to strip out Regen entirely. Having a feature that provides additional healing every time a healing spell is cast, but doesn't tie the amount of additional healing to either the level of the spell or the healing power of the spell's prescribed dice... seems like it would hugely favor casting out of low-level slots. Why bother casting that cure wounds at level 2 when a significant share of the healing you'll be doing will be the same if you cast it at level 1, you know?

I guess I could tie the spell level into Regen -- you gain hp equal to the slot you cast with for each round until the effect ends, regardless of how the effect is ultimately determined to end -- but that seems like it could be too good with any meaningful duration. Plus, it would be complicated to write because you'd need to account for what happens if you get a healing spell cast on you while you're still under the effects of Regen from a spell of a different level.

Also, adding additional hp every round could slow down play. Especially in the cases of group heals. And it would be bothersome to need to add everything together for heals between combats.

You could tie in the level of the spell with the aforementioned maintenance mechanic. Maybe you roll a d20+Spell Level, and as long as you get at least a 15, the regen stays. For a level 1 spell, you get the one guaranteed round and are lucky to get any more. For a level 9 spell, it will stick around for a while.

This be Richard
2016-06-23, 02:18 PM
Okay, so I think the answer to the Level 14 Healing Discipline feature has been staring me in the face.
Having a fourth feature that directly improves healing would make the subclass better at healing than the life cleric, which specializes in the same thing. That would be bad.
The fourth feature shouldn't add more healing, but it should involve healing.
Both of the other subclasses involve temporary hp in some way. Healing still lacks something that does that in the core class. I should move it.
The level 14 healing feature should involve temporary hp and take effect during healing.
I already have a feature that does that.
So I figure I should just use Healing's level 14 spot for Restorative Abjuration and come up with something else for the level 10 core class feature. That way Healing gets a feature that involves both healing and temporary hp, but because the temporary hp award it gives is small, it doesn't mess with the Protection Discipline's place as the foremost provider of temporary hp thanks to its level 14 feature.

So. I'm off to tidy up the class descriptions. Need to think of something for level 10 now in addition to needing to improve 20, but neither of those are locked into a subclass' narrower focus, so I have more room to play with those.
I moved the underwhelming beneficial effect of Restorative Mastery to level 10 and named it "Empowered Revival." I think, at that level, it actually works. And if so, all I need now is a capstone.

Rusty Killinger
2016-06-24, 04:58 AM
I like it. The Bolster Defense spells answers that age old question of what a healer does in combat. It even seems balanced, and it all seems to fit together nicely. Not everyone will want to play one but that's why there are more classes.

A couple thoughts.

Arcane Ablation seems weaker than the light cleric equivalent. 1d4 AC is less helpful than imposing disadvantage. It makes the whole sub-class feel under powered.

I don't think I've seen a capstone with a restriction before. Why are we cutting off options that late in character development. I don't like it.

Please leave regen dead. Just reading it I had flashbacks to running 4e games and trying to track all the lingering effects that had to be added, cleared, rolled and generally dealt with every round. Never again.

This be Richard
2016-06-24, 09:20 AM
I like it. The Bolster Defense spells answers that age old question of what a healer does in combat. It even seems balanced, and it all seems to fit together nicely. Not everyone will want to play one but that's why there are more classes.
I'm glad you like it!


Arcane Ablation seems weaker than the light cleric equivalent. 1d4 AC is less helpful than imposing disadvantage. It makes the whole sub-class feel under powered.
I had the opportunity to workshop the class with a friend last night and he said the same thing. 3/4 of the subclass' features are based on an ability that is neither strong nor -- until 18 -- limitlessly available. I'll be buffing it, but I'm not entirely sure /how/ just yet.


I don't think I've seen a capstone with a restriction before. Why are we cutting off options that late in character development. I don't like it.
The restriction was originally there for a flavor reason that I'm personally fond of, though I can understand why others wouldn't be. After last night, I actually planned to thread pacifism through the core class' level 1, 10, and 20 features: level 1 and 10 would include features that can't be used after dealing damage until you finish a long rest to rebalance yourself and realign with wholesome energies.
Is that a bad idea, do you think?


Please leave regen dead. Just reading it I had flashbacks to running 4e games and trying to track all the lingering effects that had to be added, cleared, rolled and generally dealt with every round. Never again.
Don't worry. It's gone, and it's not coming back.

This be Richard
2016-06-24, 09:43 AM
So as I mentioned, I had the chance to workshop the class with a friend last night, and he suggested a number of changes. Please let me know your thoughts on these! I'd very much like to get some feedback before I implement them.

The Protection Discipline and Arcane Ablation
Arcane Ablation, between its modest effect and limited usage, isn't great, and the entire subclass suffers because of it. My friend suggested making the effect more powerful (5 AC to bring it in line with Shield) and/or increase the number of times it can be used at 6th and/or 14th levels.

The Augmentation Discipline
For Enchanted Stroke, my friend suggested removing the limit on bonus action uses (bringing it in line with the Mastermind's level 3 feature) since he says it's too limiting only being able to use it a maximum of five times.
For Explosive Barrier, he suggested removing the saving throw since it slows down play and will frequently be forgotten anyway.

Bolster Defense
He suggested raising the die for Bolster Defense to d6s. If attacks hit 60% of the time or more, I think that makes sense, since Bolster Defense would be left with about 60% the impact of firebolt, but would never "miss." For the Augmentation Discipline's Mystic Edge, that would mean comparable DPR to firebolt as opposed to a bit less, and it would help keep the spell relevant at levels 4, 10, 16, and 20.

Core Class Features
Finally, we discussed the core class features.

Level 1, Mystic Barrier
In order to incentivize pacifism from the very beginning of the class, like I mentioned in my last reply, we thought we'd make it so that inflicting damage with an attack or spell stops you from using Mystic Barrier until you finish a long rest.

Level 10, Unnamed
Replacing Empowered Revival would be two things:
1. You can now use Mystic Barrier twice per short rest (but you still lose access to it until you complete a long rest if you do damage to another creature).
2. You gain an aura that grants advantage to saving throws made within ten feet of you... but dealing damage shuts this feature down until you complete a long rest.

Level 20, Unnamed
Currently, level 20 would still include the rider that you are no longer able to inflict damage. That doesn't serve any balance purpose, of course, because no sensible single-classed white mage would be trying to inflict damage anyway, and you'd have to be single-classed to get this far. But it puts the final weight on the class' damage-free focus.
Additionally, the capstone effect we came up with -- and I'm very concerned that this is too strong, so please feel free to throw stones and call me names and hopefully tell me how to fix it -- is usable once per long rest and grants up to six creatures within 60 feet of you the following effects:

Healing energies restore 50 hp to each
Protection energies provide advantage on all saving throws they make for the next minute
Augmentation energies form a nimbus of radiant power around them, inflicting 25 radiant damage to the first enemy to successfully hit them with a melee attack within a minute of the feature's use (50 radiant damage for fiends and undead).My gut tells me that the numbers should be lower -- that Healing should probably be more like 20 HP and Augmentation should be a bit less, too -- but I'm not sure.

Reactions
Since the white mage would now be heavily discouraged from making opportunity attacks, and right now only the Protection Discipline has anything to do with their reaction, we talked about maybe introducing a feature that can be used with a reaction in place of an opportunity attack when one would normally be triggered. We didn't come up with any specific ideas, though.

Rusty Killinger
2016-06-24, 12:11 PM
Having pacifism in there from level one makes it less of a level 20 gotcha. There was an old Hitchhiker's Guide to the Galaxy joke about an order of monks. Everyone quit right after learning all of the cool psychic powers and right before being locked in a small metal box for life. Ford Prefect was a former member.

As for the capstone it should be powerful. 20 hp of healing would put the spell weaker than the 3rd level spell cure mass wounds + disciple of life. 50hp is still less than half of a mass heal.

This be Richard
2016-06-24, 12:26 PM
Having pacifism in there from level one makes it less of a level 20 gotcha. There was an old Hitchhiker's Guide to the Galaxy joke about an order of monks. Everyone quit right after learning all of the cool psychic powers and right before being locked in a small metal box for life. Ford Prefect was a former member.

As for the capstone it should be powerful. 20 hp of healing would put the spell weaker than the 3rd level spell cure mass wounds + disciple of life. 50hp is still less than half of a mass heal.

I'm glad the pacifism theme works out.

As for the capstone, I agree that 20 hp would be pretty measly if that were all the effect did, but I'm less certain given that the other effects are rolled in there. That said, I have a very poor sense for balance in high-level play, so if you say the original numbers are fine, your word is probably stronger than my doubts.

This be Richard
2016-06-24, 04:13 PM
Okay. I've gone ahead and updated the pretty version of the rules with the changes described above (though not the details as laid out in the first post).

I think this thing might be ready for prime time now, but I'd still love to hear any feedback, critiques, and insults people have to send my way.

This be Richard
2016-06-27, 10:06 AM
As for the capstone it should be powerful. 20 hp of healing would put the spell weaker than the 3rd level spell cure mass wounds + disciple of life. 50hp is still less than half of a mass heal.

I'm concerned about the capstone again. It turns out that Mass Cure Wounds is a 5th-level spell. And at 50 hp, the capstone is healing about twice what that spell does (with Disciple of Life). Is double the healing of a fifth level spell -- almost half the healing of a ninth level spell -- really okay given the other effects the capstone has in addition?

For ease of reference, here's what the capstone currently does:
Using your action, you may choose six creatures within 60 feet of you to receive the following benefits:
Each creature immediately recovers 50 hit points.
For one minute, the affected creatures have advantage on all saving throws.
A nimbus of radiant energy forms around each creature, inflicting 25 radiant damage to the first enemy to hit them with a melee attack within one minute of this feature's use. This damage is doubled against fiends and undead.Once you use this feature, you cannot use it again until you finish a long rest.

Siirvos
2016-06-27, 11:23 AM
I believe the versatility is the real highlight of the capstone. Sure, its a bit on the weaker side, but its not as if though you have much to gain by increasing the amount healed, especially when you already have other spells and features that do it better.

Maybe brainstorm another effect beyond retribution damage and advantage to saving throws? Something proactive, such as a big boost to temp hp?

Knaight
2016-06-27, 12:45 PM
Coming back to regen: What if you had a concentration effect instead, where any allies could choose to heal instead of doing something else (or even as a bonus action). Here's an example below:

Healing Bond: As an action, a healing bond can be established with a number of allies equal to your Intelligence modifier (minimum 1). It can be maintained with concentration. Your allies can then choose to focus on healing themselves as a bonus action, gaining the effect of using two hit dice.

This be Richard
2016-06-28, 09:49 AM
I believe the versatility is the real highlight of the capstone. Sure, its a bit on the weaker side, but its not as if though you have much to gain by increasing the amount healed, especially when you already have other spells and features that do it better.
Maybe brainstorm another effect beyond retribution damage and advantage to saving throws? Something proactive, such as a big boost to temp hp?
I'd like to offer a more interesting effect, but I'm frankly out of ideas. A big boost to temp HP would risk leaving the white mage with little to do in subsequent rounds since Bolster Defense offers what would probably be a smaller amount, and that's their "default" action.


Coming back to regen: What if you had a concentration effect instead, where any allies could choose to heal instead of doing something else (or even as a bonus action). Here's an example below:
Healing Bond: As an action, a healing bond can be established with a number of allies equal to your Intelligence modifier (minimum 1). It can be maintained with concentration. Your allies can then choose to focus on healing themselves as a bonus action, gaining the effect of using two hit dice.
That's a really cool idea! I'm pretty sure I don't want to futz with regen as a feature anymore, but this would probably work better as a spell than a feature, anyway.

Regen
X-level evocation
Casting Time: 1 action
Range: X
Components: V,S,M
Duration: Concentration, up to 1 minute
Choose (a creature | up to X creatures) that you can see within range. For the duration of the spell, the target(s) may use a bonus action to regain hit points equal to 1dX + your spellcasting ability modifier. This spell has no effect on undead or constructs.

That's pretty potent! Even at 1d4, with a maxed spellcasting ability, that's an average of 7.5 hp per round for up to ten rounds for every affected creature. On average rolls, that makes for 75 hp per person if you keep the spell up for the entire duration. And since it could be used between combats, that's a pretty likely figure.
Heal is a 6th level spell that immediately offers 70 hp (and offers a few fringe restorations). Given the limiting factors on Regen, would we want it to be a single-target spell at 5th level? 4th level?
Targeting six people, you're looking at an average of 450 hp when cast out of combat. That's more than half of what Mass Heal does at level 9, more than three times what Mass Cure Wounds does at level 5, and still significantly more than Mass Cure Wounds can swing at level 9.

Making this version of Regen work with Disciple of Life would be tricky.

Knaight
2016-06-28, 03:24 PM
That's pretty potent! Even at 1d4, with a maxed spellcasting ability, that's an average of 7.5 hp per round for up to ten rounds for every affected creature. On average rolls, that makes for 75 hp per person if you keep the spell up for the entire duration. And since it could be used between combats, that's a pretty likely figure.
Heal is a 6th level spell that immediately offers 70 hp (and offers a few fringe restorations). Given the limiting factors on Regen, would we want it to be a single-target spell at 5th level? 4th level?
Targeting six people, you're looking at an average of 450 hp when cast out of combat. That's more than half of what Mass Heal does at level 9, more than three times what Mass Cure Wounds does at level 5, and still significantly more than Mass Cure Wounds can swing at level 9.

Making this version of Regen work with Disciple of Life would be tricky.

It's not though, as there are other uses for a bonus action, and there's the matter of wasted points for those at high or max HP. It's a bit weaker than it sounds, while still having some utility.

This be Richard
2016-06-29, 08:38 AM
It's not though, as there are other uses for a bonus action, and there's the matter of wasted points for those at high or max HP. It's a bit weaker than it sounds, while still having some utility.
It's still a serious amount of HP if cast out of combat -- which is where it would probably see most of its use, unless altered from what I have above -- especially if we say that Disciple of Life kicks in each and every round. I'll think about it. I still like the spell, but I'm struggling with the question of at which level it belongs.

Siirvos
2016-06-29, 10:04 AM
How about an increase to maximum hp, as per the Aid spell instead of temp hp?

This be Richard
2016-06-30, 07:47 AM
Hmm. The Aid spell seems to be designed for use prior to conflict, possibly immediately after completing a long rest, given the long duration and the fact that increasing HP maximum matters most before people start losing hit points to enemy attacks. The capstone could be retooled to be a long-term buff like that, but I'd basically need to toss out all of the original effects to do it. Maybe combine an Aid-like effect with a Bless-like effect? A long term Bless-like effect without concentration would be a huge deal, though. Maybe I could roll in the regen effect I'd been thinking of making into a spell -- it's powerful, but it would be fitting for a capstone, and it would help people reach their newly-increased HP maximums if they were hurt.

I don't know. I need to think about how I'd want this alternate capstone to look. Open to additional suggestions, though!

Siirvos
2016-06-30, 10:23 AM
You could just add a condition to the max hp, such as "for the next x hours" and keep the rest of the abilities the same. Again, you'd keep all the versatility you're looking for and don't have to rethink everything from the ground up.

This be Richard
2016-07-05, 10:42 AM
Added the Quickstep spell (http://www.giantitp.com/forums/showthread.php?493407-Spell-Quickstep) so that white mages can have a way to deal with the threat of opportunity attacks in the absence of Shocking Grasp.

Also, I pulled together an alternate capstone using the Aid-parallel and Regen. The result is really powerful: it basically ensures that, for eight hours, you'll start all encounters with fifty more hp than your max. But that's also all it does now. Let me know if you think it needs a nerf or other changes.
Also please let me know which version of the capstone you like better!

Arcane Benediction v.2
By 20th level, your essence is so replete with positive energy that you forever lose the capacity to cause harm to others; you are treated as being under the effect of the Soft Touch spell at all times, and the effect may not be ended by any means. At the same time, you can draw on that abundant wellspring of power to grant your allies a powerful blessing.
You may use your action to choose up to six creatures within 60 feet of you. Each selected creature's hit point maximum and current hit points increase by 50 for the next eight hours. In addition, for the duration of the effect, affected creatures may use a bonus action to regain hit points equal to your Intelligence modifier (minimum one). This feature has no effect on undead or constructs. Once you use this feature, you cannot use it again until you finish a long rest.

Potential nerfs:
Reduce the regen effect's duration to one minute.
Reduce the entire effect's duration to one minute.
Make the feature usable only once per week.
Reduce the increase to HP and HP maximum.

This be Richard
2016-12-09, 05:16 PM
Okay, coming back to this five months later with a fresh look. A number of the features (notably Protective Aura) feel a bit overpowered, but my chief concern is still the capstone. So I'm going to throw out a few ideas for alternate versions.

First, let's try a very simple Regen effect for a capstone, hopefully modest enough that it can work on a short rest.
"You may use your action to choose up to six creatures within 60 feet of you. For the next minute, the selected creatures may use a bonus action to regain hit points equal to your Intelligence modifier (minimum one)."
At first, that seemed pretty weak to me. But that's a maximum of 300 HP with six targets. That's small potatoes compared to Mass Heal, and you're unlikely to see numbers that high when used in combat, but it's actually better than the average of 273 that you'd get if someone was foolish enough to waste a ninth level slot on Prayer of Healing on a party of 6 (instead of using, say, Mass Heal). Doing that once per short rest, if anything, might be too strong. It's easy to scale down, though: for every 30 points you want to knock it down, you can reduce the number of rounds it lasts by 1.

We could also use this as a way of nerfing the Arcane Benediction currently in the file.
Using your action, you may choose up to six creatures within 60 feet of you. For the next minute, the selected creatures receive the following benefits:

Affected creatures may use bonus actions to regain hit points equal to your Intelligence modifier (minimum one).
Affected creatures have advantage on all saving throws.
A nimbus of radiant energy forms around each creature, inflicting X radiant damage to the first enemy to hit them with a melee attack.
Once you use this feature, you cannot use it again until you finish a long rest.
Instead of immediately giving all the affected creatures 50 hit points, you make them use bonus actions to get it over time. Everything else stays the same. Now the player is incentivized by the latter two effects to use the feature in combat, reducing the amount of healing likely to occur and slowing down the gains it provides so that the healing isn't such a headline feature. But it can still be used for that powerful healing outside of combat if they want, and it means that anyone that's still standing after the fight's over will probably get some recovery.

PotatoGolem
2016-12-09, 11:10 PM
Quickstep is a trap option for a cantrip. It's strictly worse than taking the disengage action. It's basically the white mage's true strike.

Ziegander
2016-12-10, 12:15 PM
The original white mages have traditionally gotten things like Sleep, Hold Person, Slow, and Holy (massive radiant damage). Why the decision to give them no offensive spells whatsoever? Also, the Darkness spell (among a couple others) feels really antithematic.

This be Richard
2016-12-12, 11:48 AM
Quickstep is a trap option for a cantrip. It's strictly worse than taking the disengage action. It's basically the white mage's true strike.
Quickstep uses a bonus action. Disengage uses a standard action. It's still not a great option, I'll agree, but it does have some value.

The goal was to provide a cantrip that would allow white mages to get away from danger and act in the same round. I suppose I could go with a more direct Shocking Grasp parallel and make a cantrip that lets you package a d4-based temp-hp grant with disadvantage on the next AoO you provoke... but that feels a little clunky to me, I guess?


The original white mages have traditionally gotten things like Sleep, Hold Person, Slow, and Holy (massive radiant damage). Why the decision to give them no offensive spells whatsoever? Also, the Darkness spell (among a couple others) feels really antithematic.
You make some strong points. The spell list could definitely use some work, and I'd appreciate any further recommendations anyone might have to offer on specific things that should be included or excluded.

As for the decision not to include any offensive spells at all, that's both because it helps (somewhat) reduce the extent to which the class treads on the toes of other classes -- debuffs are the best tools in the wizard's kit and slinging radiant damage around is very much a cleric thing -- and because I wanted to make "white magic" a strictly-benevolent arcane force that's incapable of directly causing harm or affliction. I recognize that it does result in a class that doesn't quite reflect the traditional capabilities of white mages in other works, but I feel that it helps the class stand a little bit further apart from the ones in the core.