Base Class: Fighter
Color Knights figure amongst the greatest warriors in the kingdom of Colora, being able to access and unleash their inner colors to gain unique advantages in battle. Recognizable by their colorful bodies, armors and weapons, they are masters of color combination, capable of extracting every drop of power from their tones and hues. Usually warriors of the royal or elite guards, each Colored Kingdom has its own preferred colors to awaken on their soldiers, but there is an increasing wave of Color Knights that ditch their kingdoms and start acting on their own in order to tap into their true Colors.
Whenever you choose a Color to be part of your Knight Palette, a good way to incorporate it in your character is to make the color become visible as if it is part of the character, either on the character itself, a limb or piece of equipment. As an example, if you choose Blue and Red to be your Primary Colors, you can make your character’s whole eyes become blue, both of its hands and forearms develop a strong red pigmentation and maybe its back get purple spots.
Level 3: Inner Colors
When you choose this subclass at 3rd level, you gain the ability to awaken your colors on your Knight Palette and use them to your advantage.
Knight Palette. Your Knight Palette is the collection of Colors you have at your disposal as a Color Knight. You have three uses of your Knight Palette colors at 3rd level. You regain all uses of your Knight Palette when you finish a short or long rest. You gain one more use of your Knight Palette when you reach 7th level, 10th level, 15th level and two uses at 18th level.
Colors. Each Color you choose to be part of your Knight Palette grants you specific benefits. These benefits can be activated by expending one use of your Knight Palette.
Combining Colors. A Primary Color can be combined to another Primary Color in order to form a different color that grants you other benefits, and the same can be done with two Tertiary Colors.
Changing Colors. Each time you gain a level in this subclass, you can change one of your known Primary Colors for another Primary Color, or one of your known Tertiary Colors for another Tertiary Color.
Changing Boosts. All Colors give an option between two passive boosts while they are in your palette. You can change the chosen boost of a color every time you take a long rest.
Saving Throws. When some colors are activated, they require the target to make a saving throw to resist the color’s effects. The saving throw DC is calculated as follows: Color save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
Primary Colors
At 3rd level, you can choose two of the three following colors to be part of your Knight Palette. Your chosen Primary Colors can be activated by using a bonus action on your turn and expending one use of your Knight Palette.
Blue. With a blue hue that reminds the sky on a cloudless day, you can pass your tranquility to those around you, giving off a relaxed sense of security. While you have Blue in your Knight Palette, you have proficiency in the Perception skill or you have advantage on saving throws against being frightened. When you activate this color you can choose a creature that you can see within 30 feet of you (including you) to gain temporary hit points equal to half your fighter level (rounded down) d6 rolls. The temporary hit points last for 1 minute.
Red. A strong, vibrant color that can dismay even the boldest enemies. While you have Red on your Knight Palette, you have proficiency in the Intimidation skill or you have advantage on saving throws against being charmed. When you activate this color you can choose one creature within 30 feet of you that can see you to make a Wisdom saving throw against your save DC. On a fail, it is frightened of you for a number of turns equal to your fighter level. A frightened creature can repeat its saving throw at the end of each of its turns, ending the effect on a success.
Yellow. The most cheerful and energetic color a Color Knight can have, perfect for bolstering your allies. While you have Yellow on your Knight Palette, you can do light activity during a short rest and still get its benefits or your speed increases by 10 feet. When you activate this color you can choose one creature that you can see within 30 feet of you (including you) to become energized by your yellow influence, having a bonus to damage equal to half your fighter level (rounded down) d4 rolls on its next attack.
Combined Primary Colors. You can also use a bonus action on your turn to expend two uses of your Knight Palette and combine both of your known Primary Colors to form a Secondary Color as shown below.
Green (Blue + Yellow). Green is the color of hope, worn by those who always expect the best. When you use your bonus action to create Green you can choose one creature within 30 feet of you (including you) to gain hope for a better future. Roll a d20. Once within a number of minutes equal to your fighter level, the chosen creature can replace one d20 roll with the number you rolled. The replaced roll must be an attack roll, saving throw, or ability check made by the chosen creature or by another creature targeting or being targeted by the chosen creature. The creature must choose to replace the roll before the roll is made.
Orange (Red + Yellow). Orange is the color that paints the most valiant Color Knights. When you use your bonus action to create Orange you are filled with bold resolve. You can choose one creature that you can see within 30 feet of you (including you) to inspire with your resolve, ending an effect on them. The effect can be charmed, frightened, stunned or paralyzed.
Purple (Blue + Red). Color Knights colored by Purple often have an aura of wisdom and spirituality to them. When you use your bonus action to create Purple you can choose one creature you can see within 30 feet of you (including you). You surrounded the creature with a purple glow that elevates the body and soul to one, granting superior insight on themselves and their enemies. Until the start of your next turn, all attack rolls, ability checks and saving throws the creature makes receive a bonus equal to half your fighter level (rounded down).
Colorful Surge
Starting at 7th level, whenever you use your Action Surge, you gain another bonus action that can only be used to activate or combine your known Primary Colors.
Tertiary Colors
When you get to 10th level, you can choose two of the three following colors to be part of your Knight Palette. Your chosen Tertiary Colors can be activated by using an action on your turn, expending one use of your Knight Palette.
Brown. Like big boulders or an old, wide tree trunk, brown is the color of strength and toughness. While you have Brown on your Knight Palette you can jump twice the regular height and distance or you count as one size larger when trying to grapple or be grappled. When you activate this color you enter a Fortitude State until the start of your next turn. Any damage you receive while in your Fortitude State is reduced by half your fighter level (rounded down), and the next attack you hit within 1 minute of exiting this state deals damage equal to the total reduced damage.
Gray. Gray on a Color Knight indicates balance and neutrality, usually adorning the solemnest of warriors. While you have Gray on your Knight Palette you have proficiency in the Acrobatics skill or you can’t be knocked prone if you don’t wish to. When you activate this color you are able to balance out the battlefield. Choose a creature you can see within 30 feet of you. If its hit point maximum is greater than yours, it must make a Constitution saving throw against your save DC or take necrotic damage equal to half your fighter level (rounded down) d6 rolls and have its hit point maximum reduced by the same amount. If it succeeds, it only takes half damage. A creature that had its hit point maximum reduced this way can’t have it reduced again by this effect for 24 hours, but still takes the damage if it is targeted by it again.
Pink. When Pink is part of a Color Knight’s Palette, you can rest assured that kindness and fairness are part of their core. While you have Pink on your Knight Palette you have proficiency in the Persuasion skill or you have proficiency in the Insight skill. When you activate this color you can choose a creature that you can see within 30 feet of you (including you) to regain hit points equal to half your fighter level (rounded down) d4 rolls.
Combined Tertiary Colors. You can also use an action on your turn to expend two uses of your Knight Palette and combine both of your known Tertiary Colors to form another Color as shown below.
Crimson (Pink + Gray). A soft, beautiful color that represents vigor and fairness. When you use your action to create Crimson you choose two creatures that you can see within 30 feet of you (including you) and mark them, one with a pink, one with a gray spot or rune. The creature with the highest maximum hit points becomes marked with the gray spot and must succeed on a Constitution saving throw against your save DC. On a failure, it takes damage equal to half your fighter level (rounded down) d4 rolls, taking half damage on a success. The other creature, marked with the pink spot, then regains hit points equal to the damage dealt.
Rosy (Pink + Brown). The color of compassion, those bearing the Rosy color are at the same time gentle and firm, capable of great measures of tough love (or, sometimes, just the tough part). When you use your action to create Rosy you choose one creature that you can see within 30 feet of you. A translucent rosy bond forms between you and the creature. Until the start of your next turn, whenever you or the creature takes damage, each of you takes half the damage (rounded up). When you form the bond you can choose one of the following effects to it: Before the damage is split in half, it is reduced by an amount equal to half your fighter level (rounded down). Before the damage is split in half, it is increased by an amount equal to half your fighter level (rounded down).
Taupe (Gray + Brown). The color of elegance and intelligence, used by Color Knights that rely on their wits and tactics to deliver less blows and still be more effective. When you use your action to create Taupe you can choose one creature that you can see within 30 feet of you to study and observe. You know the chosen creature’s maximum hit points, its AC and any condition currently affecting it. You can then choose to know either its surface thoughts, three of its saving throw modifiers or its damage resistances, immunities and vulnerabilities.
Blending Expert
By the time you reach 15th level you are so in tune with your Colors that combining them is basically second nature. Whenever you combine two of your Colors, you can choose to expend one more use of your Knight Palette to also gain the benefits of one of the Colors used in the combination.
Colorful Champion
At 18th level your knowledge and control of colors is unparalleled. You gain access to one more Primary or Tertiary Color of your choice and, whenever you take a long rest, you can choose one of your Colors. You are granted both of the Color’s passive effects until your next long rest. Furthermore, when you roll initiative and don’t have any use of your Knight Palette left, you regain 3 uses.






