Spirit Master
A Spirit Master is a White Mage who has focused their efforts into becoming master healers. They are steadfast allies who provide a great deal of support to those around them. Drawing power from the land and the spirits who inhabit it, a Spirit Master is able to unleash incredibly potent healing and support spells. They have taken on the role to soothe the wounds of those who protect the world and those who need protecting.
Features
Expanded Spell List
Your specialization as a spirit master lets you choose from an expanded list of spells when you learn a white mage spell. The following spells are added to the white mage spell list for you.
Expanded Spell List
Spell Level |
Spell |
1st |
Heroism, Sanctuary |
2nd |
Enhance Ability, Protection from Poison |
3rd |
Beacon of Hope, Revivify |
4th |
Regen, Tetragrammaton |
5th |
Assize, Asylum |
Soothe Sayer
Also beginning at the 2nd level, your healing spells are more effective. Whenever you cast a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to your proficiency bonus + the spell's level.
Medicine Master
Beginning at the 6th level, you gain proficiency in the Medicine skill. You have advantage on Wisdom (Medicine) checks to stabilize creatures and when diagnosing diseases.
Clerical Smite
Beginning at the 10th level, when you cast a healing spell you may spend a Confession charge to weaponize the spell, dealing radiant damage instead of healing. The spell must require a die role to be used in this way. The bonus healing that would be applied from Soothe Sayer is applied as bonus damage.
Targeted creatures make a Wisdom saving throw against your Spell Save DC, taking the spell's healing as damage on a failure and half as much on a success.
Touch of the Padjal
Beginning at the 14th level, as a bonus action you may spend a Confession charge. When you cast your next spell which restores hit points, 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.