Final Fantasy I: White Mage (D&D 5E)

D&D 5E Ancient Greece is coming to an end soon so I asked folks what I should do next. What did they say? VIDEO GAME RPG characters!

It only feels right to start at the very beginning so Final Fantasy it is.  Come back every Friday for a new build and then we’re moving on to a title closer to my-a heart. Last week we kicked things off with Thief (who definitely did not steal first place) and today we’re looking at perhaps the world’s most recognizable healer.

Final Fantasy D&D 5E WHITE MAGE.png

White Mage (Final Fantasy I)

White Mage

Medium humanoid (human), neutral good cleric (life) 8
Armor Class 17 (splint)
Hit Points 67 (8d8+24)
Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 16 (+3) 10 (+0) 16 (+3) 16 (+3)

Saving Throws Wis +6, Cha +6
Skills History +3, Insight +6, Perception +6, Religion +3
Senses passive Perception 16
Languages Celestial, Common
Challenge 5 (1,800 XP)

Blessed Healer. When White Mage casts a spell of 1st-level or higher that restores hit points to a creature other than her, she regains hit points equal to 2 + the spell’s level.

Channel Divinity (2/short rest). White Mage can channel divine energy directly from her deity, using that energy to fuel one of the following magical effects.

  • Preserve Life. As an action, White mage presents her holy symbol and evokes healing energy that can restore 40 hit points. She chooses any creatures within 30 feet of her and divides those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. White Mage can’t use this feature on an undead or a construct.
  • Turn Undead. As an action, White Mage presents her holy symbol and speaks a prayer censuring the undead. Each undead within 30 feet that can see or hear her must make a DC 14 Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. An undead that fails its saving throw is instantly destroyed if its challenge rating is 1 or below. A turned creature must spend its turns trying to move as far away from White Mage as it can, and it can’t willingly move to a space within 30 feet of her. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

Disciple of Life. Whenever White Mage uses 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.

Divine Strike (1/turn). When White Mage hits a creature with a weapon attack, she can cause the attack to deal an extra 4 (1d8) radiant damage to the target.

Spellcasting. White Mage is an 8th-level spellcaster that uses Wisdom as her spellcasting ability (spell save DC 14; +6 to hit with spell attacks). She has the following spells prepared from the cleric’s spell list:

  • Cantrips: guidance, light, resistance, sacred flame
  • 1st-level (4 slots): command, cure wounds, detect evil and good, detect magic, guiding bolt, healing word
  • 2nd-level (3 slots): blindness/deafness, hold person, locate animals or plants, locate object, prayer of healing, spiritual weapon
  • 3rd-level (3 slots): clairvoyance, daylight, spirit guardians, tongues
  • 4th-level (2 slots): compulsion, confusion, death ward

ACTIONS
Quarterstaff. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) bludgeoning damage or 6 (1d8+2) bludgeoning damage if wielded in two hands.

FF1 White Mages.png

White Mage (“White Wizard” level)

Medium humanoid (human), neutral good cleric (life) 16
Armor Class 18 (+1 splint)
Hit Points 131 (16d8+48)
Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 16 (+3) 10 (+0) 18 (+4) 16 (+3)

Saving Throws Wis +9, Cha +8
Skills History +5, Insight +9, Perception +9, Religion +5
Senses passive Perception 19
Languages Celestial, Common
Challenge 13 (10,000 XP)

Blessed Healer. When White Mage casts a spell of 1st-level or higher that restores hit points to a creature other than her, she regains hit points equal to 2 + the spell’s level.

Channel Divinity (2/short rest). White Mage can channel divine energy directly from her deity, using that energy to fuel one of the following magical effects.

  • Preserve Life. As an action, White mage presents her holy symbol and evokes healing energy that can restore 80 hit points. She chooses any creatures within 30 feet of her and divides those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. White Mage can’t use this feature on an undead or a construct.
  • Turn Undead. As an action, White Mage presents her holy symbol and speaks a prayer censuring the undead. Each undead within 30 feet that can see or hear her must make a DC 17 Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. An undead that fails its saving throw is instantly destroyed if its challenge rating is 3 or below. A turned creature must spend its turns trying to move as far away from White Mage as it can, and it can’t willingly move to a space within 30 feet of her. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

Disciple of Life. Whenever White Mage uses 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.

Divine Intervention (1/long rest). Using an action, White Mage rolls percentile dice. If she rolls a number equal to or lower than 16, her deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate. If the deity intervenes, she can’t use this feature again for 7 days.

Divine Strike (1/turn). When White Mage hits a creature with a weapon attack, she can cause the attack to deal an extra 9 (2d8) radiant damage to the target.

Feat: War Magic. White Mage has advantage when she is concentrating on a spell and has to make a Constitution saving throw from taking damage, she can wield weapons or a shield in both hands and still make somatic components for spellcasting, and she can use her reaction to cast a spell (maximum casting time: 1 action) at a creature that provokes an opportunity attack from her.

Spellcasting. White Mage is an 16th-level spellcaster that uses Wisdom as her spellcasting ability (spell save DC 17; +9 to hit with spell attacks). She has the following spells prepared from the cleric’s spell list:

  • Cantrips: guidance, light, resistance, sacred flame, thaumaturgy
  • 1st-level (4 slots): command, cure wounds, detect evil and good, detect magic, guiding bolt, healing word
  • 2nd-level (3 slots): blindness/deafness, hold person, locate animals or plants, locate object, prayer of healing, spiritual weapon
  • 3rd-level (3 slots): clairvoyance, daylight, spirit guardians, tongues
  • 4th-level (3 slots): compulsion, confusion, death ward
  • 5th-level (2 slots): commune, flame strike, modify memory, scrying
  • 6th-level (1 slot): heal, true seeing
  • 7th-level (1 slot): conjure celestial, divine word
  • 8th-level (1 slot): holy aura

ACTIONS
Magical Quarterstaff. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) magical bludgeoning damage or 7 (1d8+3) magical bludgeoning damage if wielded in two hands.

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