Giegue
2017-05-30, 06:11 PM
As the title says. Some individual who's name I forget made a "Dark Knight" (As-in the final fantasy Job) archetype for fighters. I was thus inspired to turn another classic Final Fantasy Job into an archetype, paticularly the White Mage, and I have chosen to make it a Sorcerer Origin. Why Sorcerer? Well, for one, the sorcerer is a d6 class that wears robes and, more importantly, gets its archetype at level 1. The latter is important because unlike, say, the wizard, this allows the "white mage" to have healing abilities right at level 1 instead of feeling nothing like a "white mage" until level 2 when a wizard gets their archetype. Additionally, this lets the archetype also work as a re-work of the favored soul with minimal refluffing if you want to adapt it to a regular D&D setting. I am, however, concerned about the balance of some features, particularly the 1st level alterations to your healing spells, the 6th level feature and iconic capstone of Holy. So without further adue, I present...the White Magic Sorcererous Origin!
White Magic
http://i.imgur.com/5oyfhl6.png
Your spellcasting power comes from the ancient art of White Magic. Unlike other sorcerers who are simply born with innate magic, you draw your magic from a well-established magical tradition. However, unlike the studious path of the wizard, the art of white magic above all else requires empathy and the ability to exert your will upon the natural magic found within the world. While a wizard studies ancient means of drawing magic from some unknowable, cosmic source, as a White Mage you tap magic directly from the natural world. However, while a druid bonds with nature, you instead take from it, forcing your will upon the life-giving energies of the world's soul, sometimes called the lifestream, and using them to protect and restore your allies. As a result of the source of your magic, your spells often mirror those of clerics and other divine spellcasters, yet instead of serving a divinity you draw power from the inherent divine soul of the world and make it do your bidding.
As a result of how white magic works, it can be potentially destructive to the world. In the past, wanton use of white magic, even if it was well-intentioned, lead to catastrophes that nearly destroyed the world. Due to this, the art of White Magic has become a closely guarded secret, taught to only to those who have the empathy and understanding of life's interconnected nature to fully grasp what grave consequences the art can have when used wrongly.
White Magic
Due to your unique brand of magic, you gain access to curative and beneficial magics beyond the scope of other sorcerers. When your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list, in addition to the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you. You also learn the Cure Wounds spell, which doesn’t count against your number of sorcerer spells known. Additionally, when you cast Cure Wounds, Lesser Restoration or Greater Restoration, you can cast it at a range of 30ft instead of a range of touch if you give up your move for the turn. (You cannot do this if you have already moved during a turn you cast Cure Wounds.)
Holy Seal
As a bonus action, you create a white magic sigil beneath the feet of one ally you can see within 30ft that lasts until the end of your turn. As long as that ally is standing in that sigil: when you cast a cleric spell that heals damage on them, instead of rolling dice to determine how much damage that spell heals them for, that spell heals them for the maximum amount of damage it could heal for. (So if you cast a Cure Wounds spell on that ally using a 1st level slot, it would heal 8 + your charisma modifier damage instead of 1d8 + your charisma modifier damage. If you cast a Mass Cure Wounds on your party using a 5th level slot, that ally would heal 24 + your charisma modifier while the rest of your party would heal 3d8 + your charisma modifier.)
Once you use this feature, you cannot do so again until you complete a short or long rest. At 5th level, this increases to twice per-short or long rest and at 11th level, to three times per-short or long rest.
Protect
At 6th level you learn how to place protective wards on your allies with your white magic. Once per-short or long rest, you can create a protective shield around yourself or a single ally within 30ft as an action. This shield lasts until you complete a long rest. At 11th level, you increase the number of times you can create a shield to twice per-short or long rest and at 17th level, you increase it to three times per short or long rest. For 1 minute, the shield increases the armor class of the creature benefiting from it by 2. Additionally, when you create a shield, it has hit points and a hit point maximum equal to twice your Sorcerer level + your Charisma modifier. Whenever the character benefiting from the shield takes damage, the shield takes the damage instead. If this damage reduces the shield to 0 hit points, the character benefiting from it takes any remaining damage.
While the shield has 0 hit points, it can't absorb damage, but it's magic remains. When you cast a spell that heals damage (such as Cure Wounds) on an creature benefiting from a shield, you can restore some of that shield's power, causing it to immediately regain a number of hit points equal to twice the level of the spell you cast on that creature. (up to that shield's hit point maximum; any excess hit points above that are lost.) A character can only benefit from a single shield at at time, and you can only have a number of shields equal to your Charisma modifier active at once.
Shield Against Magic
Eventually your ability to protect allies becomes such that you can also use your shields to ward them from spells. Starting at 14th level, when you give an ally a shield with your Protect feature (but not restore a shield's power with a healing spell), you can also give them a protective blessing. The first time that ally would fail a saving throw after receiving that shield, they can re-roll that saving throw with a bonus equal to your Charisma modifier on that roll.
Ancient Spell: Holy
At 18th level you learn the ultimate white magic art: the ancient spell Holy. As an action, you can expend a 9th level spell slot to call down a sphere of pure radiant energy to smite your foes. When you do this, you target a 30ft radius spread and force all creatures within that spread to make a Dexterity saving throw against your Sorcerer spell save DC. All creatures in the spread take 40d6 radiant damage and are stunned for 1 round. On a successful save those creatures are not stunned and only take half as much damage.
White Magic
http://i.imgur.com/5oyfhl6.png
Your spellcasting power comes from the ancient art of White Magic. Unlike other sorcerers who are simply born with innate magic, you draw your magic from a well-established magical tradition. However, unlike the studious path of the wizard, the art of white magic above all else requires empathy and the ability to exert your will upon the natural magic found within the world. While a wizard studies ancient means of drawing magic from some unknowable, cosmic source, as a White Mage you tap magic directly from the natural world. However, while a druid bonds with nature, you instead take from it, forcing your will upon the life-giving energies of the world's soul, sometimes called the lifestream, and using them to protect and restore your allies. As a result of the source of your magic, your spells often mirror those of clerics and other divine spellcasters, yet instead of serving a divinity you draw power from the inherent divine soul of the world and make it do your bidding.
As a result of how white magic works, it can be potentially destructive to the world. In the past, wanton use of white magic, even if it was well-intentioned, lead to catastrophes that nearly destroyed the world. Due to this, the art of White Magic has become a closely guarded secret, taught to only to those who have the empathy and understanding of life's interconnected nature to fully grasp what grave consequences the art can have when used wrongly.
White Magic
Due to your unique brand of magic, you gain access to curative and beneficial magics beyond the scope of other sorcerers. When your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list, in addition to the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you. You also learn the Cure Wounds spell, which doesn’t count against your number of sorcerer spells known. Additionally, when you cast Cure Wounds, Lesser Restoration or Greater Restoration, you can cast it at a range of 30ft instead of a range of touch if you give up your move for the turn. (You cannot do this if you have already moved during a turn you cast Cure Wounds.)
Holy Seal
As a bonus action, you create a white magic sigil beneath the feet of one ally you can see within 30ft that lasts until the end of your turn. As long as that ally is standing in that sigil: when you cast a cleric spell that heals damage on them, instead of rolling dice to determine how much damage that spell heals them for, that spell heals them for the maximum amount of damage it could heal for. (So if you cast a Cure Wounds spell on that ally using a 1st level slot, it would heal 8 + your charisma modifier damage instead of 1d8 + your charisma modifier damage. If you cast a Mass Cure Wounds on your party using a 5th level slot, that ally would heal 24 + your charisma modifier while the rest of your party would heal 3d8 + your charisma modifier.)
Once you use this feature, you cannot do so again until you complete a short or long rest. At 5th level, this increases to twice per-short or long rest and at 11th level, to three times per-short or long rest.
Protect
At 6th level you learn how to place protective wards on your allies with your white magic. Once per-short or long rest, you can create a protective shield around yourself or a single ally within 30ft as an action. This shield lasts until you complete a long rest. At 11th level, you increase the number of times you can create a shield to twice per-short or long rest and at 17th level, you increase it to three times per short or long rest. For 1 minute, the shield increases the armor class of the creature benefiting from it by 2. Additionally, when you create a shield, it has hit points and a hit point maximum equal to twice your Sorcerer level + your Charisma modifier. Whenever the character benefiting from the shield takes damage, the shield takes the damage instead. If this damage reduces the shield to 0 hit points, the character benefiting from it takes any remaining damage.
While the shield has 0 hit points, it can't absorb damage, but it's magic remains. When you cast a spell that heals damage (such as Cure Wounds) on an creature benefiting from a shield, you can restore some of that shield's power, causing it to immediately regain a number of hit points equal to twice the level of the spell you cast on that creature. (up to that shield's hit point maximum; any excess hit points above that are lost.) A character can only benefit from a single shield at at time, and you can only have a number of shields equal to your Charisma modifier active at once.
Shield Against Magic
Eventually your ability to protect allies becomes such that you can also use your shields to ward them from spells. Starting at 14th level, when you give an ally a shield with your Protect feature (but not restore a shield's power with a healing spell), you can also give them a protective blessing. The first time that ally would fail a saving throw after receiving that shield, they can re-roll that saving throw with a bonus equal to your Charisma modifier on that roll.
Ancient Spell: Holy
At 18th level you learn the ultimate white magic art: the ancient spell Holy. As an action, you can expend a 9th level spell slot to call down a sphere of pure radiant energy to smite your foes. When you do this, you target a 30ft radius spread and force all creatures within that spread to make a Dexterity saving throw against your Sorcerer spell save DC. All creatures in the spread take 40d6 radiant damage and are stunned for 1 round. On a successful save those creatures are not stunned and only take half as much damage.