Sorcerer
Base Class: Sorcerer

You have 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. Whatever the cause, your eyes have been truly opened to the beauty of magic and colour and now the world spreads out before you like a canvas, every shade a chance to harness magical power to your own ends.

Dichromancy

Starting at 1st level, the colors of your eyes reveal the types of magic you can draw chromatic power from to enhance your spellcasting. Choose two of the following options, you cannot choose the same option result twice.

When you cast spells you can draw magical power from either of your Dichromancy colors within your line of sight to unleash additional magical energy. This ability does not function if you cannot see color, for example whilst using Darkvision or whilst blinded.

Once per turn, when you cast a spell of 1st level or higher that deals a damage type associated with either of your eye colors, you may deal damage of the same type to equal to the level of the spell + your Charisma modifier to oen creature within 30 feet.

Bonus Cantrip

 

At 1st level, you learn one cantrip, from any class list, that deals damage of a type corresponding to one of your Dichromancy colors. Regardless of the list you choose from, this counts as a sorcerer cantrip for you but does not count against your number of cantrips known.

Expanded Spell List

Starting at 1st level, and at every odd-numbered level thereafter, when your Spellcasting feature lets you learn or replace a sorcerer spell of 1st level or higher, you can choose the new spell from the bard, cleric, druid, warlock or wizard class lists, as long as the chosen spell deals a damage type associated with one of your Dichromancy colours.

You must otherwise obey all restrictions for selecting the spell, and it becomes a sorcerer spell for you.

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) that deals one of the damage types included in the Dichromancy table, you may use your reaction to spend 3 sorcery points to change that damage type to match one of your Dichromancy results.

Once you use this feature you cannot use it again until you have completed a short or long rest

Energy Shielding

At 14th level, your control of the chromatic forces allows you to provide yourself, or your allies, protection by siphoning 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 res

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 sorcery points to change your eyes into brilliant prisms of shifting colours. Whilst transformed in this way, you gain Truesight out to a range of 120 feet. You also gain 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 can choose to have it deal damage of any type listed on the Dichromancy table. When you do so, that damage is increased to your Charisma modifier + your sorcerer level.

You can remain in this state for up to 1 minute, and it ends immediately if you are incapacitated or if you die. You can dismiss the transformation early as a bonus action on your turn.

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