publish: true
aliases:

  • White Magic
    created: 2026-03-09T12:15:34.092-04:00
    modified: 2026-03-09T12:15:34.092-04:00
    published: 2026-03-09T12:15:34.092-04:00
    tags:
  • ttrpg-cli/compendium/src/5e/valdaspire24
  • ttrpg-cli/subclass/witch/white
    cssclasses:
  • json5e-class
    obsidianUIMode: preview

White Magic

Witch: Subclass Feature
Source: Valda’s Spire of Secrets (2024)

Class and Feature Progression

LevelPBFeatures
1st+2
2nd+2
3rd+2White Magic
4th+2
5th+3
6th+3Talisman of Protection
7th+3
8th+3
9th+4
10th+4Benevolent Surge
11th+4
12th+4
13th+5
14th+5Witch's Gift
15th+5
16th+5
17th+6
18th+6
19th+6
20th+6

Heal and Mend a Broken World

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.

Subclass Features

White Magic Spells (Level 3)

When you reach a Witch level specified in the White Magic Spells table, you thereafter always have the listed spells prepared.

White Magic Spells

Remedy (Level 3)

You have a reservoir of healing magic represented by a pool of d6s. The number of dice in this pool equals your Witch level.

As a Magic action or a Bonus Action, you can heal yourself or one creature you can see within 60 feet of yourself, expending one or more dice from the pool. You can expend a maximum number of dice equal to your Charisma modifier (minimum of one). Roll the dice you expend, and add your Charisma modifier to the roll if you use this feature as a Magic action, restoring a number of Hit Points equal to the total.

Your pool regains all expended dice when you finish a Long Rest.

Talisman of Protection (Level 6)

You can craft a magical talisman that wards off harm. Creating a talisman takes 1 hour of work, which can be done during a Short or a Long Rest. You can only have one of these talismans at a time; crafting a new talisman causes the previous one to become nonmagical. Any creature wearing the talisman adds a d4 to all saving throws it makes.

Benevolent Surge (Level 10)

When you, your familiar, or an Ally you can see within 30 feet of you takes damage, you can take a Reaction to cause that creature to regain a number of Hit Points equal to 1d10 plus your Charisma modifier.

Once you use this feature, you can’t use it again until you finish a Short or Long Rest. You can also restore your use of it by expending a level 2+ spell slot (no action required).

Witch’s Gift (Level 14)

Whenever you cast a spell or use a Witch feature that restores a creature’s Hit Points, that creature gains a +3 bonus to its Armor Class until the end of your next turn.