Base Class: Wizard
Most wizard study a specific school of magic or a particular aspect of reality around them. Most of them are more akin to sages and researchers and see their subject as a discipline or a science. They stick to rules that dictate methodology, theories and protocoles. However, some wizard see magic for what it really is, an art. These free thinkers would rather demonstrate their creativity and self-expression when wielding the fundamental forces of the universe. These wizards are known as Chromaturgists, named after one of the core aspect of art, colors.
Artistic Magic
When you choose this subclass, you learn to channel magic through your painting implements. You gain proficiency with painter's tool. You can use this toolset has your spellcasting focus.
In addition, you roll your History checks with advantage when it relates to paintings, and famous artistic figures or currents.
Chromatic Initiate
At level 2, your style of magic allows you to extract a portion of the power contained in your spells and use them for various effects. These effects are based on the color associated with certain types of energies. When you cast a spell of 1st level or higher as an action, you can use your bonus action to extract a pigment based on the type of damage the spell dealt. Fire damage grants you a red pigment, ice damage grants you a blue pigment, and lightning damage grants you a yellow pigment. Your can hold on to this pigments until you use them or until the end or your next long rest.
You can use those pigments in one of these ways:
Red: You can use a bonus action to spend a red pigment to grant yourself or an allied creature that you can see within 30 feet a bonus to the damage of the next attack. The damage is a number of d6 equal to your proficiency modifier.
Blue: You can use a bonus action to spend a blue pigment to heal yourself or an allied creature that you can see within 30 feet for a number of d6 equal to your proficiency modifier.
Yellow: You can use your reaction to spend a yellow pigment and grant yourself or an allied creature that you can see within 30 feet a bonus to a skill check or a saving throw equal to your Intelligence modifier.
You can hold a number of pigment at the same time equal to your proficiency bonus. If you collect a new pigment while you already have the maximum number, the oldest extracted pigment is lost and replaced by the newest.
Chromatic Adept
At 6th level, you learn to mix the essence of your pigments of color magic to create new and more versatile effects. You have access to the following pigments:
Green: As a bonus action, you can spend a blue pigment and a yellow pigment if you have both to bestow a ward on another allied creature within 30 feet that you can see. The ward is active until the end of your next turn. If the warded creature falls to 0 hit point, it instead drops to 1 hit point and the ward disappears.
Purple: As a bonus action, you can spend a blue pigment and a red pigment if you have both to turn yourself and another creature you can touch invisible for 1 minute. The invisibility ends early if either you or the other creature attack or cast a spell.
Orange: As bonus action, you can spend a red pigment and a yellow pigment if you have both to end either a frightened or a charmed condition on a number of creatures within 30 feet that you can see equal to your Intelligence modifier.
Animated Creation
At 10th level, you can use your powers to give your paint a quasi-lifelike aspect. You can spend one minute paint inanimate objects or terrain features--such as a door, a pit, flowers, trees, cells, rooms, or weapons-- that can fit in a 10-foot square.
When you complete the painting, the object or terrain feature depicted becomes a real, nonmagical object. Thus, painting a door on a wall creates an actual door that can be opened to whatever is beyond. Painting a pit on a floor creates a real pit, and its depth counts against the total area of objects you create.
The object stays solid for a number of hours equal to your Intelligence modifier or until you use an action to dismiss it, after which, it evaporates instantly.
Nothing created by the pigments can have a value greater than 25 gp. If you try to create anything of a greater value, the object loses its physicality instantenously.
You can use this feature once per long rest. You can use it again if you spend a 5th-level spell slot.
Chromatic Master
At level 14, you have brought your art to new heights and learned the most advances techniques. When you end a long rest, you can create two pigments of your choice for you to hold. In addition, you can combine all three basic color pigments to create a new effet.
As an action, you can expand a blue pigment, a red pigment and a yellow pigment to give yourself the following benefits for 1 minute:
- Once per turn, you can substitute the damage type of your spells with one of the following damage type: fire, cold, acid, lightning and thunder.
- You have resistance to damage from spells.
- As a bonus action, you can temporarily create imitation wings that give you a 10 feet flying speed until the end of your turn.
Once you use this effect, you can’t use it again until you take a long rest, even if you gather all the required pigments again.
Comments