Base Class: Sorcerer
Your character has always seen the world in a different way. Colours seem more vibrant to you and you often see them in swirling, shifting hues that others just don’t seem to notice. As your arcane powers fully manifest, your eyes transform into two different colours which allow you to draw magical energy from sources of those colours around you. Your innate magic and powers might be from experimenting with Prismatic magic, an Archfey’s blessing or simply manifested from exposure to colour for the first time after years relying on Darkvision or being blind.
Dichromancy
At 1st level, you determine the colours of your eyes. This affects the types of magic you can draw chromatic power from to enhance your spellcasting.
Roll a d 10 twice and note the results on the following table. If you roll the same result on the second roll, you may choose a different colour of your choice.
Dichromancy Table
different way. Colours seem more vibrant to you and you often see them in swirling, shifting hues that others just don't seem to notice. As your arcane powers fully manifest, your eyes transform into two different colours which allow you to draw magical energy from sources of those colours around you.
Your innate magic and powers might be from experimenting with Prismatic magic, an Archfey's blessing or simply manifested from exposure to colour for the first time after years relying on Darkvision or being blind.
DICHROMANCY
At 1 st level, you determine the colours of your eyes. This affects the types of magic you can draw chromatic power from to enhance your spellcasting.
Roll a d 1 0 twice and note the results on the following table. If you roll the same result on the second roll, you may choose a different colour of your choice.
Dichromancy Table
|
d10 result |
Eye Color |
Damage Type |
1 Red Fire
2 Orange Acid
3 Yellow Lightning
4 Green Poison
5 Blue Cold
6 Indigo Thunder
7 Violet Force
8 White Radiant
9 Black Necrotic
10 Choose one other result.
|
When you cast spells you can draw magical power from either of your Dichromancy results within your line of sight to unleash additional magical energy. This ability does not function if you cannot see colour, for example whilst using Darkvision or whilst blinded. Once per turn, when you cast a spell of 1 st level or higher that deals a damage type associated with either of your eye colours, you may deal damage of the same type equal to the level of the spell plus your charisma modifier to one creature within 30ft. In addition to the cantrips listed on the Sorcerer spell list, you can also select one bonus cantrip from the following list; Fire Bolt, Acid Splash, Shocking Grasp, Poison Spray, Ray of Frost, Thunderclap, Sacred Flame, Chill Touch, or Eldritch Blast. |
Your chosen cantrip must deal a damage type that matches one of your Dichromancy results. This Cantrip is a Sorcerer spell for you and uses your Charisma modifier as your spellcasting ability.
Finally at every odd numbered Sorcerer level, including first level, when you learn a new spell or swap one you know for a new one, you can choose any spell of a level you can cast from the Bard, Cleric, Druid, or Wizard spell lists that deals a damage type associated with one of your Dichromancy results.
For example, a 3rd-level Sorcerer who has Red and Blue Dichromancy could choose to learn the 2nd level Druid spell Flame Blade as a new spell, or swap out one of their first level spell choices for the Warlock spell Armour of Agathys as their damage types latch the Sorcerer's Dichromancy results.
Black
Necrotic
Blue
Cold
Green
Poison
Indigo
Thunder
Orange
Acid Damage
Red
Fire Damage
Violet
Force
White
Radiant
Yellow
Lighting Damage
Chromatic Control
Starting at 6th level, you gain the ability to alter the shifting hue and flow of magic around you. When a creature that you can see casts a spell (including yourself), or uses an ability that deals one of the damage types included in the Dichromancy table, you may spend 1 Sorcery Point to change that damage type to match one of your Dichromancy results.
Energy Shielding
At 14th level, your control of the chromatic forces allows you to provide yourself, or your allies, protection by siphoning off magic from your spells. When you use your Dichromancy feature to deal damage, you or a creature within 30 feet of you gains resistance to the same damage type until the end of your next turn. You can use this feature a number of times equal to your Charisma modifier, and regain all uses after completing a long rest.
Prismatic Mastery
At 18th level, your mastery of chromatic magic is complete. You can focus your sorcery and give yourself control over the full spectrum of magical power. As an action, you spend 6 Sorcerery points to change your eyes into brilliant prisms of shifting colours. Whilst transformed in this way, you gain Truesight to a range of 120ft, and resistance to fire, acid, lightning, poison, cold, thunder, force, radiant and necrotic damage. In addition, once per turn when you use your Dichromancy feature, you may have it deal damage of any of the damage types on the Dichromancy Table and have it equal to your Sorcerer level plus your Charisma modifier instead. You remain in this state for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action.







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