Base Class: Wizard
A rainbow is a beautiful thing; cosmic in proportion, associated with wealth, fortune, beauty and luck. Similarly, rainbow magic aims to bend light into color, and bend the weave into something new
Crystal Beasts Magic
2nd-level Rainbow Magic feature
As you progress in your study of rainbow magic, colored gemstones appear on your spellbook or equivalent, representing the colors you have mastery over. These gems begin the day inactive, and activate when you use that gems effect, until you take a short or long rest
Ruby Red: When you cast a spell that could deal fire damage and has a saving throw component, you can make that saving throw strength or constitution instead of dexterity.
Orange Amber: Whenever a creature succeeds on a saving throw against acid damage, it lingers, repeating the saving throw and effect a maximum of one time, at the beginning of their next turn, or it ends immediately instead when they are immersed in an adequate amount of liquid (DM's choice)
Rainbow Wakening
6th-level Rainbow Magic feature
Topaz Yellow: When you cast a spell that deals lightning or thunder damage, that spell may jump to an additional target within 30 feet of the first target, hitting only them an additional time.
Emerald Green: When you cast a spell that creates a conjured, non-magical object or deals poison damage, you may regain the spell slot used on that spell, once per long rest.
When you have three or more gems active, your rainbow magic begins wakening. Creatures that start their turn and can see you within 10ft of you must make a constitution saving throw against your spell save DC, or be blinded until the end of your next turn. You emit bright light in a 30ft radius around you.
Azure Brotherhood
10th-level Rainbow Magic feature
Whenever you activate a gem for the first time in a day, you gain 5 temporary hit points per level of the spell used to activate it.
Cobalt Blue: When you cast a spell that could cold damage, that spell also reduces creatures speed by half, if it deals any cold damage to that creature. This gem can also be activated by casting a spell that gives you temporary hit points (as a part of that spell's effect).
Rainbow Horizon
14th-level Rainbow Magic feature
Indigo Sapphire: When a creatures chooses to succeed on a saving throw against a spell you cast, this gem activates. In addition, that spell does not cost a spell slot and deals maximum damage, if any. This effect can only be triggered once per day. You can also activate this gem by dealing two damage types between fire, acid, cold, poison, lightning and thunder damage with spells in one turn.
Amethyst Violet: When a creature fails a spell against a spell that deals multiple damage types that activate a gem at once, they are banished to a demiplane where rainbow light sears their very souls. While banished in this way, they take 20 fire, acid, cold, poison, lightning and thunder damage at the start of their turn, and at the end of their turn, they make make a charisma saving throw against your spell save DC to return to where they were banished from. This Gem can also be activated by casting a 9th level spell while all 6 of your gems are already activated
Rainbow Dragon: If all seven gems are active, a spectral rainbow dragon appears in an unoccupied space within 5ft of you. This effect's duration is 10 rounds of combat, decreasing at the end of every turn (this duration cannot be increased). It also ends early if any of your gems become inactive, or you take a rest. While active, you gain the following benefits.
Red: Whenever you cast a 5th level or higher spell, your rainbow dragon attacks a creature withing 15ft of you, using your spell attack modifier to hit, and dealing 2d8+5 fire, acid, cold, poison, lightning and thunder damage (rolled separately)
Orange: You gain a swim speed of 30ft, and can swim in any liquid, no matter it's composition.
Yellow: Your body reacts like a chameleon, allowing you to blend in with your background. You are considered invisible when a creature sees you while your background is green, blue, red, orange, yellow, indigo or violet.
Green: roll 1d20, rerolling if you roll a 1 or a 20. The result is your lucky number. When an attack roll against you rolls that number (before modifiers) it misses automatically.
Blue: You gain 25ft of truesight, and magical attacks you can see have disadvantage against you.
Indigo: You gain a flight speed of 60ft, and your spells that deal fire, acid, cold, poison, lightning or thunder damage do an additional 2d12 damage of a different type listed from the original spell's damage.
Violet: As an action, you may cast prismatic spray, as the dragon uses it's Rainbow Breath except instead of rolling 2d8, apply effects 1-7
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