Warlock
Base Class: Warlock

Mostly, the entities who utilize the powers of the Rainbow Essence are beings such as potent or particularly ancient Unicorns or Couatls, but there are also powerful demigods and other entities who have also taken up this particular aspect of luminous power. These beings all bestow a wide-spectrum and variable power unto a vast diversity of individuals, making each capable of many various goals and roles. One might expect that such a lovely and pleasant thing as a rainbow would be a relatively peaceable and gentle at all times, but you would be fiercely mistaken. Rainbows throughout many cultures were often seen as bridges to the realms of gods, and were protected by extraordinary guardians capable of blocking the powers of darkness from ascending such heights. Those who make Pacts with such beings become devout guardians of the rainbow, wherever it should dwell, wielding dazzling powers of light and magic, supporting friends and destroying foes with potent tricks of the light, itself.

In Avalestra, the Coautls are few and far between, but yet they are plentiful enough to affect the world on a regular basis, and they can be seen often enough when they choose to be. They are the known guardians of the Rainbow Bridge to the Heavens. They are emissaries to the Angelic Realm, as well. Most are kind, immortal souls who are seen as whimsical and powerful beings, and since the departure of the gods, they have simply reverted to being playful and frolicking, defending those they come to care for, and inspiring peoples of all sorts with dazzling displays of light and illusion. Those who accept these pacts are almost always good-natured people the Couatls come to care for, who seek to repay and promote the kind and free-spirited nature of these beings. Rainbow Essence pact warlocks live by the ethic of "work hard, play hard," also. They embrace their new studies of magical power quite seriously, almost as a wizard might, and they then unwind by engaging in laughter, playfulness, and fun. At their most powerful, these arcanists can surround their foes in dazzling light that entrances, stuns and burns those who would challenge the light.

Spectrum Spells
1st level Pact of the Rainbow Essence feature

When you choose this pact at 1st level, you learn the Light cantrip and the Faerie Fire spell. When you gain the ability to cast spells of the appropriate spell level, you also learn each of the spells listed for each spell level below.

Spell Level Spells
1st faerie fire
2nd dragon's breath
3rd hypnotic pattern
4th hallucinatory terrain
5th wall of light

 

Additionally, you add the following spells to the Warlock Spell List: Sunbeam, Prismatic Spray, Sunburst, and Prismatic Wall.

Trick of the Light

1st level Pact of the Rainbow Essence feature

At 1st level when you choose this pact, you gain an understanding of the powers of light and the magical spectrums. You learn the Dancing Lights cantrip. Also, when you use this cantrip, you summon 6 motes of light, and when you choose, each mote can shine bright light in a 10-foot radius, and dim light for 10 feet beyond. You can assemble the lights, as usual, and you may make these combined lights glow with bright light in a 20-foot radius and dim light for 20 feet beyond. You may also assemble these lights in a humanoid shape or the rough shape of any beast you have seen.

Additionally, whenever you deal damage with a cantrip or a spell you cast, roll 1d4 and a you may now roll a special 1d6 known as your Spectrum Die. Once per turn, you may add the 1d4 damage of the type last rolled by the 1d6 roll on the Spectrum Die chart to that cantrip or spell. This damage improves to 2d4 at 6th level, and 3d4 at 14th level.

Spectrum Die Chart

Number Rolled:                       Damage Type:                Color:
1                                                 Fire                                   Red
2                                                 Acid                                  Orange
3                                                 Lightning                         Yellow
4                                                 Poison                              Green
5                                                 Cold                                  Blue
6                                                 Psychic                             Purple

Lord/Lady of Light

6th level Pact of the Rainbow Essence feature

At 6th level, you are recognized by your patron as a true servant of the light's many ways, and they name you a true Lord or Lady of Light. You become able to emanate an aura of colored light that grants you variable resistances. As a bonus action, you begin to glow with bright rainbow and colored light out to a radius of 10 feet and dim light for 10 feet beyond. You may roll your Spectrum Die, and you and creatures of your choice within the 20 feet of light you emit each gain resistance of the type last rolled on your Spectrum Die. Whenever you roll your Spectrum Die, you may change the light to the color referenced by the die roll and change the resistance granted by the feature to that new type. This feature lasts for a number of minutes equal to your Charisma modifier, until you are within a Darkness spell (which immediately blots it out and cancels it), or until you cancel it. You may use this feature once before you must finish a short rest to use it again.

Additionally, the damage from your Trick of the Light feature increases to 2d4.

Spectrum of Sunbeams

10th level Pact of the Rainbow Essence feature

At 10th level, you come to understand one of the mightiest weapons of the legions of light, the fierce Sunbeam spell, cast with slight arcane alterations of your spectrum power, and imbued with your pact's innate rainbow magic. You can cast the Sunbeam spell once without expending a spell slot, and when you cast the spell this way and each time you use your action to create a new line of radiance, you may roll your Spectrum Die. If you do, you may add the damage type of the Spectrum Die to the damage dealt by the spell. If you add the damage dice from your Trick of the Light feature, you may change those bonus dice to d8s. There is a consequence to this however, in that it might temporarily blind you with the flash of power. When you use this feature, and add the Trick of the Light damage dice, you must make a Constitution saving throw DC 16. If you fail, you are blinded by the localized flash until the end of your next turn. You regain the use of this feature whenever you finish a long rest or you may expend one of your uses of your Mystic Arcanum of any spell level as a reaction to regain a use of this feature.

Additionally, if you dealt fire, acid, lightning, poison, cold, or psychic damage with your spells using your warlock spell slots on your last turn, you gain a damage bonus to the next spell you cast equal to your proficiency bonus if you deal damage with a different one of those damage types. For instance, last turn you dealt fire damage with the Hellish Rebuke spell, and in this turn you cast Mind Spike to deal psychic damage. Your casting of Mind Spike this turn receives a damage bonus equal to your proficiency modifier.

Prismagician

14th level Pact of the Rainbow Essence feature

At 14th level, you learn the penultimate techniques of attack and defense among the Rainbow Essence servitors. You are able to cast the Prismatic Spray spell once without expending a spell slot. If the spell would deal damage, you may add your bonus damage dice from your Trick of the Light feature as d8s to that damage. You may use this feature once before you must finish a long rest to use it again, or you may use a reaction and expend a usage of your Mystic Arcanum feature of 7th spell level or higher to regain a use of this feature.

Additionally, you now bestow immunity to the element type last rolled on your Spectrum Die to each creature you are affecting with your Lord/Lady of Light feature, each creature you're affecting with that feature can pass harmlessly through a Prismatic Wall spell, and you may choose to roll your Spectrum Die at the beginning of each of your turns.

Finally, the bonus damage of your Trick of the Light feature increases to 3d4.

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