(Based off of Renegade Game Studios' Overlight RPG. Best used if you know about the setting, people, etc. The Skyborn replace all spellcasters in this world)
The Skyborn consciously draw power from the Overlight, focusing it into manifestations that other can experience. Through their values and experiences, some skyborn have affinities for specific colors, determining the exact nature and limits of their ability. Those that are powered by the ideals of knowledge and logic can draw on blue light, pulling information from the fabric of reality.
How your spells are manifested depend strongly on your connection to the ideals and experiences powering them. For example, a skyborn who has lived in nature for much of their life may be able to derive meaning from the movement of the creatures and plants around them, while a monk who has lived in the mountains may find knowledge in watching a life-bringing fire.
Knowledge of the World
By weaving your own Blue Chroma with the Chroma of the world around you, you have the ability to draw on the cumulative knowledge and experience of many beings, extending your own abilities into areas you would have no skill in otherwise.
Choose a language, tool, weapon, or armor to become proficient in. You may switch this after a long rest.
Spellcasting Ability
While your spells give you information, they also require information to function properly. As you become more attuned to the ideal of logic, their function will increase. Your spellcasting ability is Intelligence (This cannot be changed from a feat - create a custom copy of your subclass and change spellcasting ability from there).
Light from Above
While the Overlight gives you immense power, if you are not in contact with it, this power fades away. When not in dim or brighter natural light (Light from the Overlight), you may only cast spells 1st level or higher through utilizing your Inner Light.
Inner Light
Instead of drawing power from the Overlight, you may instead draw from your inner Blue Chroma to cast a spell without expending a spell slot. You have a number of uses of this ability equal to your proficiency bonus, which you regain after a short rest.
Drawing on your own Chroma is akin to drawing on your soul for an effect, and can be devastating if not controlled. Before casting, roll 1d20, add the level of the cast spell, and subtract your proficiency modifier. If the total is at or below your Intelligence score, you successfully channel your power and the spell continues as normal. If the total is higher, you suffer a shatter, channeling too much of your own essence.
The first time a shatter occurs, it usually results in some minor, but permanent effect to you, determined by the DM. If you try to use your Inner Light with this spell again, add 2 to the roll. On the second shatter, serious effects appear, and you make Inner Light rolls for the spell with Disadvantage. From now on your proficiency modifier is 0 for the purposes of this spell. On the third shatter, you may no longer cast that spell, through your Inner Light or otherwise. This is an extreme release of power, and has devastating consequences for the user.
Because of the immense forces involved, shatters make spells more effective, with effects of the DM's choosing. If you choose, you may automatically fail a Inner Light roll.
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