Sorcerer
Base Class: Sorcerer

Rainbow Sorcerers are individuals whose very being resonates with the vibrant energies of light and colour, weaving the spectrum into the fabric of their magical abilities. Unlike other sorcerers who might draw power from a specific bloodline or cosmic event, those who walk the path of Rainbow Sorcery possess a unique connection to the fundamental forces that illuminate the world. This connection could stem from a childhood spent bathed in the radiant glow of a magical aurora, an unexpected encounter with a prismatic entity from another plane, or even a deep, intuitive understanding of the interplay between wavelengths and perception.

The magic of a Rainbow Sorcerer is rarely subtle. Their spells erupt in dazzling arrays of colour, painting the air with shifting hues and leaving trails of light in their wake. A simple fire bolt might crackle with oranges and reds one moment, and then shimmer with blues and purples the next, as the sorcerer instinctively adjusts its chromatic resonance. This innate control over the visual spectrum isn't merely for show; it allows them to manipulate the very nature of their spells. They might shift the elemental affinity of an attack, imbue their defences with the resilience of different colours, or even momentarily embody the characteristics associated with specific parts of the rainbow.

Level 3: Aura of Light

As a bonus action, you can emanate a soft, coloured light in a 10-foot radius for 1 minute. Depending on the colour, you gain one of the following:

Yellow: Advantage on Wisdom (Perception) checks relying on sight within the aura.

White: Imposing disadvantage on Dexterity (Stealth) checks against you.

Red: Provides dim light and grants advantage on Wisdom (Survival) checks made to track creatures within the aura.

Blue: Provides dim light and grants advantage on Intelligence (Investigation) checks made to find hidden objects within the aura.

Green: Provides dim light and grants advantage on Wisdom (Medicine) checks made on creatures within the aura.

Purple: Provides dim light and grants advantage on Charisma (Intimidation) checks made against creatures within the aura.

Level 3: Rainbow Spells

When you reach a Sorcerer level specified in the Rainbow Spells table, you thereafter always have the listed spells prepared.

Rainbow Spells
Sorcerer Level Spells
3 Chromatic Orb, Blindness/Deafness, Dragon’s Breath
5 Daylight, Major Image
7 Greater Invisibility, Hallucinatory Terrain
9 Mislead, Conjure Elemental

Level 6: Chromatic Affinity

Your rainbow magic has an affinity with a damage type associated with colour. Choose one of those types: Acid, Cold, Fire, Lightning, or Thunder.

You have Resistance to that damage type, and when you cast a spell that deals damage of that type, you can add your Charisma modifier to one damage roll of that spell.

You can change this once every long rest.

Thunder Damage

You have chosen thunder damage.

Level 14: Colour Shift

You gain the ability to use a Sorcery Point and infuse your spells with different chromatic energies. When you cast a spell that deals damage, you can change the damage type to acid, cold, fire, lightning, or thunder. The visual effect of the spell changes to match the chosen colour.

Prismatic Step

You can magically teleport up to 30 feet to an unoccupied space that you can see. Immediately after teleporting, a flash of coloured light erupts from your previous location and your new location. Creatures within 5 feet of either point must succeed on a Dexterity saving throw or be blinded until the end of their next turn. You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses after a long rest.

Level 18: Living Rainbow

You can transform into an avatar of pure light and colour for 1 minute or until you use the Prismatic Beam attack. While in this form, you gain the following benefits:

  • You have a flying speed of 50 feet.
  • You are immune to Radiant damage and resistant to Acid, Cold, Fire, Lightning and Thunder damage.
  • As an bonus action on one of your turns, you can unleash a beam of prismatic energy at a creature within 60 feet. The creature must make a Dexterity saving throw or be affected by one random colour effect from the prismatic table.
  • You can use this feature once per long rest.

Prismatic Table

1d8 Ray
1 Red. 4d6 Fire damage.
2 Purple. 4d6 Thunder damage.
3 Yellow. 4d6 Lightning damage.
4 Green. 4d6 Acid damage.
5 Blue. 4d6 Cold damage.
6 Orange. The target has the Restrained condition and makes a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the condition ends. If it fails three times, it has the Petrified condition until it is freed by an effect like the Greater Restoration spell. The successes and failures needn’t be consecutive; keep track of both until the target collects three of a kind.
7 Pink. The target has the Blinded condition and makes a Wisdom saving throw at the start of your next turn. On a successful save, the condition ends. On a failed save, the condition ends, and the creature teleports to another plane of existence (DM’s choice).
8 Special. The target is struck by two rays. Roll twice, rerolling any 8.

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