White Magic

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, with the intent of bettering the world.

White Magic Bonus Spells

Spell Level Spells
1st bless, cure wounds
2nd lesser restoration, spiritual weapon
3rd beacon of hope, revivify
4th death ward, guardian of faith
5th hallow, raise dead

Hex: Remedy

At 3rd level, you learn a hex which closes wounds and eases pain. As an action, choose one creature you can see within 60 feet. This creature regains a number of hit points equal to 1d10 + your witch level. A creature affected by this hex can't be affected by it again until it takes a short or long rest.

Talisman of Protection

At 6th level, you can craft a talisman which wards off harm. You can only have one of these talismans at a time. A creature wearing this talisman has a +2 bonus to Armor Class while not carrying a shield, and can add a d4 to all saving throws it makes.

Benevolent Surge

At 10th level, as a reaction when you, your familiar, or one of your allies within 30 feet takes damage, that creature regains hit points equal to 1d10 + your Charisma modifier. After using this ability, you must take a short or long rest before using it again.

Witch’s Gift

Starting at 14th level, when you cast a spell or hex which restores a creature's hit points, that creature gains a +3 bonus to AC until the end of your next turn.

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