White wizards are learned spellcasters who turn clarity of purpose into battlefield command. Their magic shapes sightlines, movement, and morale; their voice can steady allies, halt a charge, or make hesitation feel inevitable. They are not the most destructive casters, but they excel at deciding where a fight happens and who gets to act with confidence.
Full caster; battlefield controller, tactical support, and forceful negotiator.
WWWhite Wizard
At a glance
Level
1
Proficiency
+2
bonus at this level
Authority Dice
Hit die d6
PrimaryIntelligenceConstitution
Features
23, levels 1 to 20
1Level 1, reached
Spellcasting
You gain spellcasting, a spellbook, and the ability to prepare and cast White Wizard spells using Intelligence. You use the Wizard spell-slot progression; your spellbook and preparation work as described in the 2024 Wizard Spellcasting feature, but your class spells come from the White Wizard spell list.
Learned Presence
You gain proficiency in Insight and one other skill from the White Wizard skill options. You also gain proficiency with Calligrapher’s Supplies, and you can use your spellbook as a spellcasting focus for your White Wizard spells.
Voice of Authority
You gain a pool of Authority Dice equal to your Proficiency Bonus, regained when you finish a Long Rest. The dice are d6s, becoming d8s at level 5, d10s at level 11, and d12s at level 17. As a Bonus Action, choose a creature within 60 feet that can hear you and expend a die to issue a brief command: an ally can use its Reaction to move up to half its Speed without provoking Opportunity Attacks, or an enemy must make a Wisdom save against your spell save DC or have its Speed reduced to 0 until the start of your next turn.
2Level 2
Ritual Scholarship
You can cast one prepared White Wizard spell of level 1 with the Ritual tag as a Ritual if it is in your spellbook. You can also add a spell you find to your spellbook by spending the usual time and gold described for a Wizard.
3Level 3
White Wizard Subclass
Choose a White Wizard subclass. Your choice grants features at levels 3, 6, 10, and 14.
Twofold Command
When you use Voice of Authority, you can affect two creatures within range with the same command by expending an additional Authority Die. Each creature makes its own save if the command calls for one.
4Level 4
Ability Score Improvement
5Level 5
Composed Direction
When you roll Initiative and have no Authority Dice remaining, you regain one die. In addition, a creature that succeeds on its save against your Voice of Authority is immune to your enemy-targeting command until the start of your next turn.
6Level 6
Subclass Feature
You gain a feature from your White Wizard subclass.
7Level 7
Restraining Cadence
Once on each of your turns when you deal damage with a White Wizard spell, you can reduce one affected creature’s Speed by 10 feet until the start of your next turn.
8Level 8
Ability Score Improvement
9Level 9
Opening Address
When you roll Initiative, you can choose a number of willing creatures up to your Intelligence modifier (minimum one) within 60 feet that can hear you. Each chosen creature gains Temporary Hit Points equal to your White Wizard level.
10Level 10
Subclass Feature
You gain a feature from your White Wizard subclass.
11Level 11
Unshakable Voice
When you expend an Authority Die, roll it twice and use either result for any effect that uses the die’s roll. You also regain all expended Authority Dice when you finish a Short or Long Rest.
12Level 12
Ability Score Improvement
13Level 13
Rallying Chorus
When you use Voice of Authority, you can affect one additional creature for each Authority Die you expend beyond the first, rather than requiring one extra die per additional creature. You can still affect no more than five creatures with one use.
14Level 14
Subclass Feature
You gain a feature from your White Wizard subclass.
15Level 15
Measured Rebuttal
When you or an ally within 30 feet fails a saving throw, you can use your Reaction and expend an Authority Die to add the die roll to the save, potentially turning it into a success. A creature can benefit from this feature only once per turn.
16Level 16
Ability Score Improvement
17Level 17
Voice Across the Field
When you roll Initiative and have fewer than two Authority Dice remaining, you regain dice until you have two. Your Authority Dice become d12s if they have not already.
18Level 18
Pressure of Certainty
When a creature succeeds on a saving throw against one of your White Wizard spells, it takes Psychic damage equal to your Intelligence modifier (minimum 1). A creature can take this damage only once per turn.
19Level 19
Epic Boon
You gain the Ability Score Improvement feat or another feat for which you qualify. You also gain an Epic Boon feat or another feat for which you qualify.
20Level 20
The Decisive Word
When you roll Initiative, you regain all expended Authority Dice. Once per Long Rest, when you issue a command with Voice of Authority, you can choose any number of creatures you can see within 60 feet; each can immediately move up to half its Speed without provoking Opportunity Attacks, and each enemy of your choice must succeed on a Wisdom saving throw or have the Stunned condition until the end of your next turn.
Core traits
Hit die
d6
Primary
IntelligenceConstitution
Saves
IntelligenceWisdom
Hit points per White Wizard level; Hit Points at 1st level equal 6 + your Constitution modifier, and at later levels equal (or 4) + your Constitution modifier.
DefensesSpell save DC = 8 + your Proficiency Bonus + your Intelligence modifier; spell attack modifier = your Proficiency Bonus + your Intelligence modifier.
ArmorLight armor.
WeaponsSimple weapons.
ToolsCalligrapher’s Supplies. You gain proficiency in Insight and choose one skill from Arcana, History, Intimidation, Investigation, Medicine, Nature, Persuasion, or Religion.
ResourceAuthority Dice: a Proficiency Bonus-sized pool, normally recovered on a Long Rest and fully recovered on a Short Rest starting at level 11.
MulticlassingTo multiclass into or out of White Wizard, you must meet the 2024 multiclassing prerequisite of Intelligence 13. You gain only the proficiencies specified by the multiclassing rules; spell slots follow the multiclass spellcaster rules. Authority Dice are based on your White Wizard level, not your total level.
Spells and options
How it casts
Full spellcasting, using the 2024 Wizard spell-slot progression and Intelligence.
You prepare White Wizard spells from your spellbook as a Wizard does; your spellbook starts with six level 1 White Wizard spells and gains two White Wizard spells of a level you can cast whenever you gain a White Wizard level. You can also copy eligible White Wizard spells you find into it. The spellList field is a thematic selection, not an exhaustive list; use the White Wizard spell list as the class list.
1st-level spells
2nd-level spells
3rd-level spells
4th–5th-level spells
6th–9th-level spells
Subclasses
3
School of the White Ward
Make a line worth holding.
Level 3: protective ward that rewards careful positioning
Level 6: redirect danger from an ally
Level 10: strengthen a ward with spellcasting
Level 14: shelter allies in a broad defensive field
School of the Battle Voice
A clear order can change the shape of battle.
Level 3: enhance commands with tactical movement
Level 6: coordinate allies’ reactions
Level 10: turn successful control into an opening
Level 14: rally the whole group with a decisive order
School of the Open Eye
See the motive behind the words.
Level 3: read intent and resist deception
Level 6: influence a conversation without drawing attention
Level 10: disrupt hostile enchantments
Level 14: expose a hidden truth to a crowd
Playing one
What it is
White wizards are learned spellcasters who turn clarity of purpose into battlefield command.
Their magic shapes sightlines, movement, and morale; their voice can steady allies, halt a charge, or make hesitation feel inevitable. They are not the most destructive casters, but they excel at deciding where a fight happens and who gets to act with confidence.
How to play one
You are a full caster who shapes the field and helps allies act decisively.
Use control spells to create favorable positions, then spend Authority Dice when a single move or failed save could change the fight. Your best turns often improve the whole party rather than maximize your own damage; track reactions, hearing, range, and your limited dice carefully.
Make one
Personality
I speak slowly when everyone else is shouting.
Ideal
Guidance. Knowledge matters most when it helps people choose wisely.
Bond
I owe my education to a mentor whose teachings I must preserve, even if I reject their methods.
Flaw
You mistake a calm, certain delivery for proof that you are right.
Quirk
You tap your staff once before delivering a difficult instruction.
Personality
I speak slowly when everyone else is shouting.
I ask one precise question before offering advice.
I keep my promises in writing, even among friends.
I prefer to win an argument by making the other person see the answer.
Ideals
Guidance. Knowledge matters most when it helps people choose wisely.
Order. A clear plan can spare lives when panic would cost them.
Restraint. The power to command is no excuse to deny another person’s will.
Bonds
I owe my education to a mentor whose teachings I must preserve, even if I reject their methods.
A community once trusted me to protect it, and I will not let that trust be misplaced again.
I keep a record of every promise I have made—and every ruler who broke one.
Flaws
You mistake a calm, certain delivery for proof that you are right.
You find it difficult to let others make a plan you believe you could improve.
You keep your fears private until they become impossible to hide.
Quirks
You tap your staff once before delivering a difficult instruction.
You correct imprecise wording even when the meaning is obvious.
You pause to study a room’s exits before sitting down.
You use people’s names when you want them to pay attention.
In the world
Training
Most White Wizards begin as diligent students of arcane theory, rhetoric, history, or military strategy.
A mentor tests not only their spellcraft but their judgment: initiates must resolve a tense dispute or crisis without relying on threats or magic to override consent. Those who pass receive a spellbook and a charge to use influence responsibly.
How others see them
People often welcome a White Wizard’s counsel in a crisis, then wonder whether they chose freely or were expertly guided.
Rulers prize their insight, soldiers respect their ability to steady a line, and communities that have suffered under coercive leaders may distrust them on sight.
Famous practitioners
White WizardIlyra VennA patient battlefield mediator who ended three civil wars by making rival captains hear one another.
White WizardMaster Oren TalA stern lecturer whose warnings about unchecked authority became famous only after her predictions came true.
White WizardSava of the Quiet RoadA wandering spellwright who uses a silver staff and a measured voice to turn ambushes into negotiations.
Factions
The Argent Convocation
A scholarly order that trains envoys and battlefield counselors, requiring its members to serve a community before seeking rank.
The Open Lectern
An informal network of itinerant tutors who exchange spellbooks and insist that every lesson include a practical service.
The Quiet Mandate
A feared circle of court advisors who believe stability justifies any means of persuasion; many White Wizards oppose them.
Regions
The Lantern Coast
City-states with formal schools of rhetoric and magic train White Wizards as mediators, tutors, and strategic advisors.
The March of Glass
Border kingdoms value their battlefield expertise but watch their influence over commanders with suspicion.
The High Quiet
Remote monasteries teach a quiet tradition of magic focused on discernment, discipline, and the responsible use of authority.
Character hooks
You were trained to advise a monarch, but left court after seeing how easily counsel becomes control.
Your order sent you to investigate a strange silence spreading through an ancient library.
You once ended a siege with a single speech. The defeated commander has never forgiven you.
You inherited a staff that responds only when you speak with absolute conviction.
You are searching for a lost treatise on the difference between leadership and domination.
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