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View Full Version : D&D 5e/Next Spectrum Magic System (Races, Classes, Archetypes, Whole New Magic System)



Phantos_Argent
2017-02-08, 08:59 AM
What started as the a conversion for more accurate Magic the Gathering in 5th edition grew into something else entirely. It upends the current spell system, making casters more powerful at earlier levels and considerably less powerful at higher levels. Known as Spectrum casters, they raw power of their spells increases much more slowly. Instead, they can adapt spells on the fly and learning a single spell can provide a great deal of benefits.

The purpose of this homebrew is to have magic be a constant part of the world, integrated entirely with a campaign rather than upending it. Many of the best magical options for dealing with issues are gone, such as the ability to summon creatures or teleport great distances. All of the base classes have an archetype for Spectrum casting, with the exceptions of Sorcerers, Warlocks, and Wizards. Their class features were a little wrapped around Vancian casting for a quick change and instead I just created a new "full" caster class known as the Ardent. I'll probably convert the whole doc to Giant format here eventually, but that's a good deal of work at the moment.

Spectrum Magic System (https://docs.google.com/document/d/1F70clNOCdORo6CC-hUIctJP8H3RXJNqKAsbt0BtmEQU/edit)

Spectrum Magic Classes, the Ardent and Centurion (https://docs.google.com/document/d/1jLWejTCFZqmfydlRe1OeBz3u55FLfyD7T35QkiBajwo/edit)

Spectrum Magic Archetypes and Feats
(https://docs.google.com/document/d/1GgpxDxeuP5Gr4y0ORl9Ja5J-ryLDpUH5gD1XeUNqHwA/edit)
In addition to the basic information above, I also created a homebrew campaign world for Spectrum Magic known as Pentacost. It has several new weapons and a method of creating ones own races.



Pentacost, Conflict of the Six Houses
Pentacost takes place on the Shattered Plane. What was once a massive and vibrant world has become a collection of demi-planes, each one only somewhat connected to the others. In this world a hero known as Adrason Pentacost forged a bond with the Spectrum and tethered several Facets together to form Convergence, a haven for mortals and safe from the dangers of the other Facets.

In order to create this edifice, he sacrificed his own life and granted mastery of the Spectrum to his six disciples who would eventually become the Houses. For millennia they grew in power as only their scions were capable of opening reliable Gates to other Facets. The pact their ancestor’s made over a thousand years ago remained strong and each House did it’s best to work with one another.

Six years ago the Pact, held deep underneath Convergence and guarded by tireless golems, was magically dissolved. Without those guidelines holding them in check the six houses began to strive for more and more power. It has yet to come to open warfare, which none of them truly desire, but it is being fought with gold, spies, assassins, and mercenaries.


Races
All six of the Houses are human, but the Facets contain an untold multitude of creatures, each one stranger than the last. Rather than try to detail them all, here’s a quick for DMs and even players to create their own. There are few simple guidelines and methods for race creation detailed below.

Race Creation
Each race all have a minor trait, a major trait, a +2 bonus to one ability score and a +1 bonus to a different ability score. The ability score bonus should be decided by the player or DM, but can be randomized by assigning a number to each ability score and then rolling a d6 twice.

All major traits also have a drawback, something negative that somewhat cancels the positive effects out. These drawbacks aren’t an inherent part of the trait, but by taking the drawback you may select one or two more major traits so long as the drawbacks for each of those traits are applied as well. DMs should be careful allowing players to use this optional rule and should look over player created races carefully before integrating them into the game. There are also base traits for society including government, religion, and culture.

To keep things simple, all these races are inherently medium sized, live the same life span as a human, and speak Common. While this is good for ease of play, some DMs and even players may want to branch out. Some races could live for only a few years, are incapable of traditional speech, or are six inches tall. These might make for interesting encounters while exploring, but aren’t great for player characters.

Randomized
You’ll notice that there are twenty minor traits and twenty-four major traits. This is to make it possible for players and DMs to randomize their races and create something truly strange, such as a race of amphibious crystal people obsessed with battle and in complete anarchy. To decide major traits roll a d12 twice, once for each list or twice on the same list.

The suggested method for player created randomization is to allow them to choose the ability score bonuses and society rules, but roll for the traits. They should decide how many drawback major traits to take, if any, and then roll for all traits they’re taking twice. They then decide which group of traits to take. They cannot mix and match traits between the two groups.

Minor Traits
1, Natural Attack
Gain two natural attacks for either limb that both deal 1d6 damage or a single natural attack that deals 1d10. The exact form of these attacks is up to you, such as bony plates, a sickled tail, or simply sharp teeth, but they should deal bludgeoning, piercing, or slashing damage.

2, Low-Light Vision
You can see in areas with little light, such as at night under the moon or a city with few torches.

3, Minor Skill Boost
Gain proficiency with a single skill.

4, Culture Weapons
Gain proficiency with three martial weapons of your choosing and an armor type one step heavier than what you’re already proficient in.

5, Minor Magic Boost
Increase your Limit by +2.

6, Attractive
Gain advantage on Persuasion checks against creatures that would normally find you attractive.

7, Culture Skills
Gain proficiency with two Artisans tools or musical instruments. You may gain proficiency with one of both instead.

8, Tough
Gain a bonus to your hit points equal to your proficiency modifier.

9, Glide
You have prehensile wings that cannot fly, but does grant resistance to fall damage.

10, Physically Intimidating
You may add your Strength modifier on intimidation skill checks in place of Charisma.

11, Survivalist
Gain proficiency on survival skill checks made to find food and you can go twice as long without it.

12, Scholarly
Add ½ your proficiency modifier, rounded up, on intelligence based skill checks. This does stack with skills you're already proficient in.

Major Animalistic Traits
1, Advanced Senses
Choose two of the following abilities.
- Darkvision out to 60 ft.
- The Scent animal ability.
- Blindsight out to 10 ft.
- Increase your passive perception by +4.
- Gain advantage on rolls made to find traps, hidden objects, and see through illusions.
- Gain a constant detect magic effect.
Drawback
Your greater senses makes you susceptible to effects that overwhelm them. You have disadvantage on saving throws against being Blinded, Deafened, or Stunned.

2, Amphibian
You may breathe underwater and have a swim speed equal to your base land speed.
Drawback
Intense heat can causes serious damage quickly as it dries you out. Gain vulnerability to fire damage.

3, Hard Skin
Add your proficiency bonus to your AC. Does not stack with armor. Instead of Dexterity, you may add your Constitution bonus to your AC instead.
Drawback
Toughened skin slows your reaction time. Gain disadvantage on initiative checks.

4, Fleet
Increase your base land speed by +10 ft and gain a +2 bonus on initiative checks.
Drawback
Your increased agility comes from a lighter frame. Critical attack rolls deal x3 damage against you, not x2.

5, Aerial
Gain two wings and become immune to fall damage. At 6th level gain a flight speed of 20 ft which increases to 40 ft at 12th level and 60 ft at 18th level.
Drawbacks
Your body needs to be light in order to fly. Gain vulnerability to bludgeoning damage.

6, Arachnid
Gain 30 ft of climb speed, advantage on Handle Animal checks with spiders, and as a bonus action you can produce webbing. This can act as either a net, grappling hook, or manacles without a lock. All these items dissolve after one hour and have vulnerability to fire damage.
Drawback
Your spider like instincts take over in the heat of the moment. During combat if you were successfully attacked during the last round your first attack roll against any target other than the one who attacked has disadvantage.

7, Undead
Become immune to necrotic damage, but vulnerable to radiant damage. Gain advantage on all Constitution saves.
Drawback
Divine magic no longer restores your hit points. This includes magic from Paladins and other divine classes.

8, Draconic
Learn the draconic tongue, automatically gain the Natural Attack Minor Trait, and a breath attack the same as a Dragonborn.
Drawback
Your natural pride can cause disastrous effects. Lower your Passive Perception by 2 and you have disadvantage on insight skill checks.

9, Amorphous
Your body doesn’t really have weak spots. You take no extra damage from critical hits or similar damage, such as a Rogue’s Sneak Attack ability.
Drawback
Your body’s strange nature makes it more difficult to heal. When a source of magical healing, such as from a spell or potion, would roll the amount of hit points it would restore to you, it rolls twice and takes the worse result.

10, Quick Healing
Gain fast healing 1.
Drawback
Being able to heal quickly makes you overconfident. Reduce your AC by -1.

11, Ferocity
When below half your maximum hit points your strength is considered to be 4 higher than it actually is and you become resistant to psychic damage.
Drawback
This state leaves you susceptible to mental influences. When below half your maximum hit points you have disadvantage on perception skill checks and saves against charms effects and illusions.

12, Iron Defenses
Become proficient in two saving throws of your choice.
Drawback
Shoring up your physical or mental defenses leaves you open to attacks from the other. If you’re proficient in more physical defenses than mental, you have disadvantage on Wisdom saving throws. If you’re proficient in more mental defenses than physical, you have disadvantage on Constitution saving throws. If the number is equal, choose one of the above.

Major Specialized Traits
1, Implanted Weapon
You have a powerful weapon as part of your body. It could be natural, such as a demonic arm, or literally grafted into your skin. Choose a single weapon and treat it as a natural attack, even if it requires ammunition. You may change the type of damage it inflicts, but it must be bludgeoning, piercing, or slashing. For obvious reasons it cannot be thrown. At 6th level this weapon is considered magical for the purposes of breaking through damage resistance or immunity. At 10th level it gains a +1 magical bonus which increases to +2 at 14th level and +3 at 18th level.
Drawback
The weapon cannot be sheathed inside your body or allow for manipulation. Instead, it must essentially always be held with one hand, though the aesthetics of that is up to you.

2, Major Skill Boost
Gain proficiency and advantage on all skill checks with a single skill.
Drawback
You become too focused on achieving perfect with a single ability. Lose proficiency with two of you starting class skills.

3, Natural Magical Talent
Gain access to a single Spectrum Color and learn one spell from that Color.
Drawback
Relying on magical skill has made your race frail. Reduce the total number of hit points you gain per level by 2.

4, Warrior Race
Become proficient with all armor and with all martial and simple weapons. Gain the first level ability of one of the Centurion’s Combat Styles.
Drawback
Combat is simple, trickery is not. If an attack made against you has advantage the attacker automatically hits and rolls their damage dice twice, taking the better result.

5, Tongues
You can speak, write, and read all languages.
Drawback
Your species has come into contact with too many races to remain stable. Every member of this race replaces their Minor Trait with one completely random. If it is already randomized, they lose it instead.

7, Wild Speech
Choose one of the following options.
- Gain proficiency with the Handle Animal skill and a constant Talk With Animals effect.
- Gain proficiency with the Survival skill and a constant Talk With Plants effect.
Drawback
Speaking with regular people can be difficult at times. Gain disadvantage on persuasion skill checks and deception skill checks to lie.

8, Blessing
You may add your Charisma modifier to your AC instead of Dexterity.
Drawback
The favor of Outsiders has made your race the enemy of their opposition. Choose either Fiends or Angels. You have disadvantage on saving throws against spells and similar abilities used by those types of creatures.


9, Paragon
Increase the maximum for all of your ability scores by +2 and gain a +1 bonus to the ability score of your choice.
Drawback
Much is expected of one capable of anything and it is particularly humbling to fail. The first time between short rests that you roll a natural 20, re-roll and keep the second result.

10, Companion
Your race is capable of forming a psychic link to a single animal. Forming this link is a 1 hour ritual and negates the first link if it is already formed. It’s CR must be equal to or less than ¼ of your own character level. You can communicate telepathically with this animal and it is considered to have an Intelligence of 5 if it’s intelligence is less than 5. You add your class level on all Handle Animal checks with that animal only. While bound, it gains a number of hit points equal and an AC bonus equal to your class level x4 and your proficiency modifier respectively.
Drawback
The link places a great strain on your mind. You become vulnerable to psychic damage and if your linked animal ever dies you take 1d12 psychic damage for every CR it possessed.

11, Mind Speak
You can communicate telepathically with all other members of your race, up to 100 ft. You may also communicate telepathically with other races, but they’re not as receptive. You may only transfer emotions, such as a feeling of urgency or a desire for friendship. You cannot lie when doing so.
Drawback
The ability to read minds has made crime practically non-existent in your culture. Gain disadvantage on all Deception and Sleight of Hand skill checks.

12, Focused
Every member of your race is trained from birth for their role in society. Choose combat, skills, or magic. If combat, gain a +1 bonus to your attack rolls and AC modifier. If skills, gain proficiency in 3 skills and 2 tools or instruments of your choice. If magic, increase your limit by +2 and a gain a +1 bonus to all of your Rotes.
Drawback
Choose one area to suffer a setback as great as your focus. If combat, reduce your AC by -2. If skills, lose proficiency in two of your starting skills. If magic, gain disadvantage on the first saving throw against the first malignant spell or similar ability cast on you during the round.

Society Traits
These have no mechanical benefit, but do help define your race beyond a collection of traits and drawbacks. Rolling isn’t really suggested for a player character’s race outside of more humorous campaigns, but do what you want. This is for fun! For most races roll once for the government traits, twice for the culture traits, and once on the religion traits.

Government Traits
1, Monarchy
All the power is held by one or fewer people at the highest level and passed down to their closest heir.

2, Republic
Cities and villages all send a single representative who have political power equal to the number of people they represent.

3, Feudal System
Common people owe their loyalty to lords and possibly even more higher up the chain. Though monarchs are common alongside this system, they have little interaction with the vast majority of civilians.

4, Democracy
Every citizen is allowed to vote on what they want done. This doesn’t mean equality, as citizen can easily mean land owning female with at least five adopted children and all grey hair.

5, Oligarchy
The land is ruled by a small group of people, no more than twenty-four but no less than six. They could be the most powerful nobles, a secret council of an ancient race, or leaders of the largest guilds.

6, Plutocracy
Whoever has the most money has the most power. Not necessarily corrupt with politicians selling their votes to the highest bidder, it does tend to bring out of the worst in people.

7, Communism
Everyone has an equal amount of control, pays the same, and contributes to the state to the best of their ability. Of course, it is still subject to corruptions and degradation.

8, Anarchy
There are no actual laws and the only justice you have is the kind you take.

9, Separation
Every city, town, village, or state is more or less on it’s own with only the worst of crimes being illegal between them all.

10, Theocracy
A church or similar religious organization controls everything and their doctrine is the law.

11, Satrapy
Rather than being their own nation or state, satrapies belong to another country some distance away with a governor or magistrate being put charge.

12, Merit System
Only the best are selected for government positions through a rigorous and pre-determined process. That said, there’s usually little that can be one if they prove wrong for that position.

Culture Traits
1, Food
Diet is heavy on one particular kind of food, such as meat, vegetables, fruit, or fish. This can just be a necessary staple to their environment, such as rain water in the desert, or it can be something more draconian, such as considering eating any living thing being the same as cannibalism.

2, Gender Preference
One of the genders (there might be more than two, who knows?) has a good deal more power and responsibility than the other. They might decide marriages for others of the opposite gender in their families, be the only ones allowed to own land or even property, fight in the military, or to carry a weapon.

3, Romance
Your race treats romance differently than most others. It could be a violent fight between potential suitors, marrying six different people at once, laws against marrying someone of the same social standing, what is considered attractive. It should be different enough to warrant mentioning to any tourists.

4, Xenophobia
Whether for good reasons or bad, members of your race distrust outsiders and people from different races. This is natural for a lot of races and most likely stems from experiencing betrayal.

5, Cosmopolitan
Regardless of the culture, it’s origin, or who practices it, your race will almost automatically accept it. Normally a good thing, it can lead to confusion and even clashes between people who believe in opposing ideas.

6, Fighting Focus
Fighting is a large part of your society. That could mean treating gladiators as celebrities, a strong culture based on hunting, or disputes being solved through violence. In most cases this means even the average citizens are capable soldiers in times of crisis.

7, Honor Focus
Every society has their own set of rules outside of their actual laws. Most of your race takes those rules very seriously and strong punishments such as exile or execution may be inflicted for something seemingly very minor, such as drinking before the head of the household touches their cup.

8, Arts Focus
Art is a very broad concept and can cover dancing, acting, pottery, forging, gardening, singing, playing an instrument, acrobatics, painting, and some most people have never heard of. Your race has managed to master one or more of these types and practices most of the rest.

9, Draconian
While law and order is good for a society, most would agree that your’s takes it a bit too far. That means curfew for adults, heavy restrictions on illicit substances, even laws for what colors you can wear outside! Outsiders will find these rules incredibly stifling if they’re even allowed inside.

10, Allowing
If it doesn’t cause physical harm to anyone else it’s allowed and there are even exceptions for that. Drugs and other intoxicants are common. Other, more violent, crimes are prevalent, but not necessarily a fact of life.

11, Idyllic
In a word, perfect. Food is plentiful, schooling is mandatory, the laws are fair, and there is equal justice for all. Very few such places exist, mainly because they’re popular targets for invasion.

12, Green
Much of your nation’s economy, religious focus, government, culture, or any of the above revolves around nature. Plants and trees are held as sacred, with people learning to live alongside instead of in conflict with it.

13, Superiority
Your race considers itself to be the best, the brightest, the strongest. This arrogance could be well-earned, but it is grating at best and inciting at worst.

14, Moribund
Death is everywhere and everyone must accept it as a fact of life. Funeral rites are long, structured affairs, with multiple speakers and old traditions. This focus on death can be offputting to some, but it doesn’t necessarily mean you seek it or wish to inflict it on others.

15, Gritty
Crime, violence, and tragedy are everywhere. Orphans seeing their parents cut down and vowing vengeance is a common occurrence, such that it often perpetuates itself. Any lawmaker is assumed to be corrupt, with the few noble ones either fired or killed for their trouble.

16, Industry
Innovation and creation are inexorable once a people have lived long enough. Manufacturing plants, assembly lines, furnaces that blast smoke into the air, smelters that cause the air to reek of tin. It might be uncomfortable to live around, but drives your civilization upward faster than anything else.

17, Rural
Your people value farming, hard work, and dedication above all else. Any nobility or similar person in charge handles the business side of things and is expected to work just as hard if not harder than their constituents.

18, Bureaucratic
To see the description of this culture trait, please fill out form 2-c and receive your id card. This will let you get into filing center g and there you can fill out form 24-9p. Everything from quills used daily and kilos of manure being brought into the city must be monitored and recorded.

19, Guilds
By definition, guilds are collection of professionals that all work towards the same goal and try to improve the fortunes of their members. For your race, they’ve become an eponymous fact of life. They hold large amounts of power, making going against them dangerous and joining them beneficial.

20, Warlike
Conquest is your race’s driving force, trying to claim more land, more money, more power, or all of the above. While not inherently evil as some of the greatest civilizations ever built were built on the ruins of those that came before, someone still has to create those ruins and they were once filled with people.

Religion Traits
1, Pantheon
Your race worships a collection of gods and goddesses who play an active role in their lives. They might work together, each one maintaining the balance in their domains, or they could antagonistic, using their followers as pieces on the gameboard.

2, Monotheistic
There is but one god, one creator, one almighty being who is the sole deity worthy of worship. While they usually have some manner of counterpart, worshipping that being is heavily frowned upon at best. For the purposes of playing D&D, treat that one god as having every domain.

3, Ideal
Rather than a god, your race worships a concept or set of ideas. They can be as simple as “Don’t do bad things,” or as complex as sixty-two tomes of philosophies and rules. It can even be more metaphorical, such as worshipping the land itself or the sun without attributing a human persona to it.

4, Spiritual
Spirits can be found almost anywhere, such as rivers, on the peaks of mountains, inside sacred objects, and even within towns. Many have several names and raise in power by the prayers of people. To make this a central part of play, treat positive spirits as Celestials and negative spirits as Fiends.

5, Ancestral
Why pray to some voiceless being in the sky when the true deservers of your devotion have already lived? Ancestor worship can be simplistic, with no real effect on people’s lives, or perhaps they’re still around in the aether and can grant boons to those who show proper respect.

6, Atheism
Simply put, your race believes in nothing. When confronted by divine power, they dig in and simply claim that deities are little more than powerful angels or devils. Considerably formidable, yes, but not truly worth devoting your life to.


Places
There are hundreds of Facets out there, each with their own rules, creatures, and environments. It would take a very long time to detail them all, but there is one large constant to Pentacost and that is Convergence. Known as the Reconstructed City, it was once multiple smaller fragments that the great hero gave his life to create and protect.

All of Convergence is city, from deep underground where monsters and bandits form makeshift homes, to the very top, where powerful members of each House live in floating towers. Crime becomes more dangerous and constant the further down you go. Beyond the six Houses, which are detailed below, here are a few districts Convergence is famous for.

The Workbench
Gaining its name for its unfinished nature, Pentacost was placing the final touches in this new district when the entire city began to come apart and he had to give his life to save it. Still connected to dozens of odd fragments, monsters come and go around the Workbench. The wards Pentacost set up over a millenia still hold, but the district is very dangerous. Only the most foolhardy attempt to live there, seeking some of the arcane devices left behind by Convergence’s founder.

Palace of Bronze
Oddly enough, not made of bronze. Instead, it was created by the “seventh” house, Drahgendell. Their founder initially made his living performing every task no one else wanted to do, getting paid in practically worthless bronze coins. But he was smart and eventually gathered together outcasts from the six Houses and adopted them. Now the Palace sees a constant stream of people and goods moved throughout its sturdy halls. Considered mongrels by the six, those running the Palace are all descended from Drahgendell’s original exiles and can open Gates.

Scarforge
Built into the bedrock of Convergence, Scarforge was initially to be a training room for the standing army that hasn’t been needed. Purchased by Mistress Vetch over six hundred years ago, the enigmatic woman turned it into a public arena where champions do battle with one another and against captured beasts. Still ran by the seemingly immortal warrior woman, she has designated the top halves as dueling space to decide matters of honor while the bottom half an almost never ending torrent of carnage.

Greenhome
What began as a personal project by the original head of House Prasnius has since grown into a massive greenhouse that is constantly growing. She set up Greenhome as an open sanctuary that welcomes all, though you still need special permission to view the more dangerous specimens. No longer affiliated with the Prasnius, Greenhome is ran by volunteers who maintain by selling small amount of incredibly rare ingredients. They have been known to use some of these funds to purchase never before seen flora.

Temple Row
While most of Convergence worships the Spectrum as a whole, a number of them still find solace in older deities. Every god with more than a few followers has at least a shrine on Temple Row, though it is normally dominated by churches belonging to the Decinos. Clerical healing off all sorts are sold on Temple Row, though the prices are normally impossibly steep for non-followers of the faith.

Culture
Convergence began as an experiment, a way to see if it would be possible for the world to be put back together. Six Facets were originally sewn into shape to form Convergence, all of them with their own unique cultures and ideas. Since then, Convergence has only grown. All of the Houses now have their personal Facets attached to Convergence, each one a small town in their own right. That said, there are a few constants to life in Convergence.

Fame is a valuable resource and one that is constantly shifting. Heroic exploits, true or not, are sold as mass printed booklets. Singers and actors, especially those from far off Facets, perform to packed playhouses. There are clubs devoted to various members of the Dark Troupe and speculation as to their true identities is a serious hobby.

With the mayor of Convergence being little more than a figurehead, crime has caused a steady increase in bouncers, private investigators, and mercenary companies. They’ve so far managed to stem the tide, but it is a losing battle and one the warring houses are devoting little effort in fighting.


The Six Houses
Each house is identified with a specific Color of the Spectrum. Though members tend to specialize in that Color, most are capable of accessing at least one other. Magic placed into their very bloodlines gives them the power to open and maintain Gates. As Gates are the only way to transport from different Facets, this gives them considerable clout in Convergence that couldn’t sustain itself without food and other goods from nearby Facets. It is still possible to travel through Gates, but without the stability ritual odd and dangerous things can happen.

The Black House of Furvus, The Left Hand of Pentacost
Whenever Pentacost needed something done, no matter the circumstance, he turned to Furvus. A very small man, he would disappear and the job would get done. No one ever saw a thing, at least nothing they would admit to. Originally just a problem solver, Furvus went a step farther when creating the goals set for his House. They would prevent issues from becoming anything more dangerous. To that end, he established experimental laboratories, a wide string of informants, and schools devoted to both killing and spycraft.

They have evolved throughout the years. Now members of the house choose which division they go into upon reaching adulthood. Magically inclined head towards the Understone, developing new necrotic technique and interrogating the dead for information. Those uncomfortable with danger join the Dark Troupe, a play group of masked actors, musicians, acrobats, and dancers who hide their identities when they perform shows. Every expedition to a new Facet of substantial size is accompanied by a member of the Faceless to establish intelligence connections, whether they know it or not. Finally, their most elite members join the Wetworkers and perform contract killings.

House Furvus is always led by the head’s of each division. From the rumors, their Facet is comprised of rotting trees, graveyards, houses with cracked black paint, and stone gargoyles that sometimes shift from their perch. Instead, it is almost entirely built underground with small manor for entertaining visitors. Those who make it below find the furnishings plain, but of exceptional quality and most of their members live there.

The Blue House of Cymat, The Right Hand of Pentacost
If any of the founders could have led Convergence after the death of Pentacost, it was Professor Sharisen. She devoted countless hours to his research and was his counterpart when it came to developing new magic. Unfortunately, the good professor became despondent after his death and died herself a few years later and humanity lost its best chance at reassembling all the Facets.

House Cymat is divided between some of the bravest explorers and most dedicated researchers in all of Pentacost. That division is something of a sore point for the explorers, as they risk life and limb while the vast majority of Cymat resources is funneled almost entirely into research. Many of the older members are pushing back against this protest, while their youngest are becomingly increasingly disillusioned with lives of looking at tomes in mage lit libraries.

House Cymat is led by a rail thin blind man named Locian. He does little without first casting divination, which has led Cymat to great prosperity. Their Facet is actually just empty sky, but filled with floating towers, each one rising by half above the one below it in a spiral pattern. Without the proper password, one must pass trials of mind attacks and illusions to ascend, something they use to test initiates who wish to rise higher in House Cymat.

The Green House of Prasnius, The Heart of Pentacost
Oakheart was the only non-human founder, being a dryad of considerable magic skill. Her children were in fact born from her very roots and green tones are a common color in their hair even today. While refugees funneled into Convergence, it was Oakheart who cared for them by providing both food and medicine. Her tree still stands in the southern corner of Convergence, a lasting monument.

Though Oakheart started the process out of generosity, the house now sells both medicine and food to Convergence. They maintain over a dozen Facets devoted entirely to farming, assigning scions who are either weak in magic or causing trouble to watch over them. Some of the more altruistic members still administer to the sick, but the vast majority spend their time training animals, exploring Facets, and developing new plants.

House Prasnius is led Sheyval Amberheart, a half-dryad with strong familial connections to Oakheart. Under her leadership Prasnius has grown considerably in power, but some are uncomfortable with her new edicts that involve market manipulation and raising prices for hard to obtain medicine. The woodland Facet of Prasnius, once open to all visitors, has been shut off to the public and it is getting difficult for Scions to receive the support of their House.

The Red House of Byrus, The Sword of Pentacost
Founded by the Seventh Knight, Sir Byrus, the Red House was established alongside House Canditus as the first and last line of defence in Convergence. Byrus himself was not only famous for his great feats in battle, but also for never showing his face, a tradition kept to this very day. Born from the two knightly orders that existed before the Shattering, Byrus laid down a set of rules that all warriors from his House must follow.

Though times have changed considerably, House Byrus still refuses to participate in what they call base mercenary work. Instead, in exchange for part of their stipend being sent back to the House, Knights of the Red will agree to serve as a vassal for lords that have earned their respect. This is an important distinction to them, the difference between being dying proud and dying in dishonor.

In keeping with tradition, the current Seventh Knight selects four potential candidates and they must duel on another. The last one standing assumes the mantle of the Seventh and never again speaks their birth name. All three of the others become the head’s Guard who also advise them. Their knightly fortress takes up the entirety of House Byrus’s Facet.

The White House of Canditus, The Shield of Pentacost
The story of Canditus the Farmgirl and the Waylaid Pentacost is one being constantly retold. It speaks of her saving the mage from certain death at the hands of monsters by taking up his fallen weapons. How true that story is can no longer be verified, but it is true that Canditus served Pentacost as his personal bodyguard for many before founding her House.

Made from the remnants of a knightly order, House Canditus devotes itself toward protecting people from threats they could not face alone. Only through great deeds of glory can Scions rise throughout the House, a fact that drives most into great danger. Their main source of income is from collecting bounties and taking treasure from slain monsters. This means their wealth fluctuates rapidly, being affluent one year and nearly destitute the next.

Lamorat is the current head of the Canditus, having gotten the position for the being the first to successfully slay a Fiend that had already taken the lives of seven of his seniors. Young and inexperienced, he constantly abandons his post to hunt monsters. Lamorat is uncomfortable in this role and it is no secret he is searching for a more experience knight to take his place. Many have not been heard from years as they travel across the Shattered Plane. He finds the Canditus Facet stifling, it being no more than a massive clearing filled with small houses and training grounds.

The Yellow House of Flaven, The Mind of Pentacost
House Flaven’s founder had the unique ability to remember all of her past lives, a trait that she has passed down to all of her female descendants. Flaven herself was said to have the been the equal of Pentacost when it came to sheer magical knowledge, but lacked the force of personality needed to command great amounts of the Spectrum. This did not sit well for her and Flaven was the only founder to have unfriendly relationship with Pentacost.

While Flaven studied magical theory, her descendants devoted themselves towards producing magical and technological marvels. As males of the House lacked the flashes of brilliance brought on by remembering some forgotten secret, they’re considered unimportant and most are sent to manage mining operations or to run their business side. This has even started to encroach on their personal lives the past few generations, as males Flavens are expected to marry skilled casters and father children.

Zellehawn has been the head of Flaven for over fifty years and the elderly woman requires an enchanted seat to move around. She knows the end is near and has changed the Inventor’s Challenge contest from every four years to every year in the hopes of finding an heir. Winning is by no means a requirement for becoming the head, but it encourages all Flaven's studying abroad to come home and show off their new discoveries. Rather than a single Facet, Flaven has seven massive workshops instead, all spread throughout Convergence.


Religion
While there are a multitude of religions found throughout the Facets, the largest easily belongs to the Decinos. Worshipped before the Shattering, each deity has two different faces that they show at different times as needed. Many can be found worshiping only a single face, depending on how their own Facet view the deity's domain. For example, a thick woodland Facet may praise Venat as a great provider while an enclosed Facet that deals with vicious beasts on a regular basis may revile him.

Libitas, God of Death
Right Face: She guides souls into the afterlife, assigning them to their eternities and judging them fairly.
Left Face: She rips the very life from the living, feeding on their despair and judging them harshly.

Alcritas, Goddess of Life
Right Face: She blesses mothers with the strength to carry on through adversity and manages the cycle of rebirth.
Left Face: She manipulates the births of greater and greater monsters, all to wipe out humanity out of vengeance for the Shattering.

Venat, God of The Hunt
Right Face: He teaches respect for all creatures and to give thanks for animals that provide food.
Left Face: He embodies the primal nature of the wild, to kill or be killed yourself.

Adigito, God of Knowledge
Right Face: He holds the answers to all great questions and spurs mankind to find those answers for themselves.
Left Face: He selfishly hoards knowledge and secrets.

Lustrai, Goddess of Light
Right Face: She provides the living energy of all things through the sun.
Left Face: She seeks nothing but more fire and will not rest until the world is ablaze.

Alitura, Goddess of Nature
Right Face: She blesses the crops and ensures a strong harvest.
Left Face: She requires sacrifice for her blessing and sends calamities to those that do not show the proper respect.

Procella, Goddess of Tempest
Right Face: Though fickle, she maintains the winds that bring both trade and rain to heal droughts.
Left Face: She destroys ships and villages at whim.

Solus, Goddess of Trickery
Right Face: She humbles the haughty through tricks and teaches important lessons in the process.
Left Face: She provides her targets with the tools of their damnation and her victims are tormented for their entire lives.

Falx, God of War
Right Face: He inspires the weak and the innocent to defend themselves against those that would threaten them.
Left Face: He incites battle and institutes that only the strong can survive.


Gear
One of the greatest innovations in combat comes from the Armamant. In it’s base form it resembles nothing more than just a handle, but when you insert a light crystal a weapon of hard light protrudes from it. Each colored crystal has three forms; A base form, a heavy form, and a specialized form. Armaments cost 100 gold while each crystal corresponding to a Spectrum Color costs 50 gold apiece. Switching crystals is an action while switching forms is a bonus action. Each separate crystal is considered to be a martial weapon.

Black Crystal, Sickle, Scythe, and Sling Dagger
Sickle: A one-handed finesse weapon that deals 1d6 slashing damage.
Scythe: A two-handed heavy finesse weapon that deals 3d4 slashing damage.
Sling Dagger: A light weapon that deals 1d6 piercing damage and has a reach of 10 ft, but any attacks not made at 10 ft are made with disadvantage.

Blue Crystal, Cudgel, Staff, and Wand
Cudgel: A one-handed light weapon that deals 1d6 bludgeoning damage.
Staff: A two-handed finesse weapon that deals 1d8 bludgeoning damage. Both ends can be used while Two-Weapon Fighting.
Wand: Reduce your limit by 2 to give this weapon four shots. Each shot deals 1d6 force damage with a maximum range of 30 ft. Only useable by Spectrum casters.

Green Crystal, Claws, Tail, and Fang
Claws: A one-handed weapon that deals 1d6 slashing damage. Actions made to disarm you while wearing it have disadvantage.
Tail: A two-handed linked chain 5 ft weapon that deals 1d10 bludgeoning damage.
Fang: A versatile weapon that is essentially two serrated blades combined together. It deals 1d8 (1d10) piercing damage and on a critical hit you may make a free attack against an object held the target.

Red Crystal, Blade, Sword, and Saw
Blade: A versatile finesse weapon that deals 1d8 (1d10) piercing damage.
Sword: A heavy two-handed weapon that deals 2d6 slashing damage.
Saw: A one-handed weapon that deals 1d8 slashing damage. A caster with access to the Red Color may reduce their Limit by to increase that damage to 3d8 for 1 round.

White Crystal, Gauntlet, Hammer, and Shield
Gauntlet: A light weapon that deals 1d4 bludgeoning damage and cannot be disarmed. If used by a character capable of improved unarmed fighting, such as the Monk, instead increase that damage by +1.
Hammer: A two-handed heavy weapon that deals 1d12 bludgeoning damage. Has advantage on attacks made against immobile objects or characters.
Shield: A simple shield.

Yellow Crystal, Dual Blade, Sword Spear, Arbalest
Twin Blade: A versatile finesse weapon that deals 1d6 (1d8) slashing damage. Both ends can be used while Two-Weapon Fighting.
Sword Spear: A two-handed weapon with 5 ft reach. If used with reach, deals 1d10 piercing damage. If used closer, deals 1d10 slashing damage.
Arbalest: A two handed heavy crossbow that deals 2d10 damage with a range of 30/120 ft. It can fire twice without needing to reload, but takes an entire action to reload.

Feat, Armament Mastery
You've trained with various Armaments and mastered their use. Gain the following benefits
You may switch out crystals as bonus action and switch between forms as a free action.
If you strike the same target with a different form of the same Armament during the same round, deal +1d8 damage on that attack.

khadgar567
2017-02-08, 09:12 AM
link needs permission mate

Phantos_Argent
2017-02-08, 10:28 AM
Fixed the links. I don't know why, but before they were always automatically shareable for me.

Gr7mm Bobb
2017-02-09, 01:07 PM
Will look over it, but at a glance I love the idea.

zeek0
2017-02-11, 03:05 AM
This is very intriguing, and you've put a large amount of work into it. I've skimmed through your entire work, and would love to give in-depth feedback.

However, I don't understand how a 'spell' in this system is cast. I know it has something to do with a dice roll, but I think you assume a smaller inferential gap than actually exists (this quality is throughout your work). Perhaps you could write a section at the beginning not unlike the beginning of chapter 10 in the PHB. It would help me to understand which rules from the traditional system apply and which are replaced/changed.

Thanks!

Phantos_Argent
2017-02-11, 10:26 AM
This is very intriguing, and you've put a large amount of work into it. I've skimmed through your entire work, and would love to give in-depth feedback.

However, I don't understand how a 'spell' in this system is cast. I know it has something to do with a dice roll, but I think you assume a smaller inferential gap than actually exists (this quality is throughout your work). Perhaps you could write a section at the beginning not unlike the beginning of chapter 10 in the PHB. It would help me to understand which rules from the traditional system apply and which are replaced/changed.

Thanks!

That's good advice. I tend to jump into the meat and potatoes when it comes to homebrew and ignore the appetizers.

Phantos_Argent
2017-02-11, 11:02 AM
Made some minor changes to the Red Color, added a larger and hopefully clearer intro, and fixed some terminology.

zeek0
2017-02-20, 08:52 AM
Hello! I delayed my reply to your magic system because I wasn't quite sure what to say. But I'll give it a go.

I like the modular bits of the system; how a character takes a singular concept and then manipulates it in a variety of ways. The effects are all rather fun.

I think what finally wigs me out is the 'd20 to cast' mechanic. I think that this somewhat represents magic narratively: the more you know, the better you cast. But there's always this awkward fail chance that comes into effect when my archmage rolls a 2.

It also has a weird thing about it, where you *really* know some spells (rotes), and you sorta-know all the other spells. It's like if, as a ranger, you could choose spells to permanently prepare and all the other spells on the list you could *try* to cast, but it might not work. It's like if Batman had sleeping powder, a grappling hook, and baterangs that only actually fly 80% of the time.

I think magic in D&D, from the player's perspective, works best as something you can just do, and then add on tricks and flourishes after. So any sorcerer can cast fireball, but only Gary Inferno can make them harm fire elementals.

I think this is quite awkward narratively. A player is encouraged to only do ASIs in their casting stat - because that is how you get more spells further up the tree.

I don't want to toot my own horn, but take a look at my astromancy homebrew - it could give you ideas moving forward, even if you don't take all my advice.

I'm happy to turn this into a conversation, so let me know what you think!

Phantos_Argent
2017-02-21, 06:33 AM
Hello! I delayed my reply to your magic system because I wasn't quite sure what to say. But I'll give it a go.

I like the modular bits of the system; how a character takes a singular concept and then manipulates it in a variety of ways. The effects are all rather fun.

I think what finally wigs me out is the 'd20 to cast' mechanic. I think that this somewhat represents magic narratively: the more you know, the better you cast. But there's always this awkward fail chance that comes into effect when my archmage rolls a 2.

It also has a weird thing about it, where you *really* know some spells (rotes), and you sorta-know all the other spells. It's like if, as a ranger, you could choose spells to permanently prepare and all the other spells on the list you could *try* to cast, but it might not work. It's like if Batman had sleeping powder, a grappling hook, and baterangs that only actually fly 80% of the time.

I think magic in D&D, from the player's perspective, works best as something you can just do, and then add on tricks and flourishes after. So any sorcerer can cast fireball, but only Gary Inferno can make them harm fire elementals.

I think this is quite awkward narratively. A player is encouraged to only do ASIs in their casting stat - because that is how you get more spells further up the tree.

I don't want to toot my own horn, but take a look at my astromancy homebrew - it could give you ideas moving forward, even if you don't take all my advice.

I'm happy to turn this into a conversation, so let me know what you think!

While I appreciate the feedback, when I describe the system to friends I say all the say things, albeit more positively. It's meant to change how everyone views magic and how they treat it, as something immensely powerful, but unreliable. Like a big dog you've managed to leash or a coursing river, it could just as easily turn on you if you're not careful.

All that said, I've been kicking around a few ideas to make Spectrum magic a bit more powerful, but only in certain situations or with specific gear. One idea, native to the Eberron Campaigns, is including Syberis and Khyber shards that have charges, granting advantage to casting certain spells. Another is to draw on the life force of others or the environment, making certain Colored spells easier to cast in some areas.

I bookmarked Astromancy and there are some really neat ideas there. Ironically, it inspired me to work on another 5th edition homebrew that's been in the mental cauldron for a while, 5th edition in space.

zeek0
2017-02-21, 10:05 AM
I recognize that what I phrased as objective in my previous post is actually subjective, and something some folk can enjoy. As such, I think that I have little else to say, but I want to express my appreciation for the work. If I ever I expand my astromancy homebrew to other elements, I'll look to your work for direction.

And thanks for your comments on my homebrew!

Phantos_Argent
2017-02-22, 03:42 AM
There are six different Colors or types of spells in the Spectrum. Each school has multiple spells, each one a different skill with varied applications. You can learn a specific application by Rote, which allows you to use it without having to make a skill check. By decreasing the result of your roll, you can add modifiers to each spell. Unless stated otherwise, each modifier can be used multiple times. There are more spells than what is presented here and players and DMs should be encouraged to create their own.

Spellcasting Rules
There are six different Colors or types of spells in the Spectrum. Each Color has multiple spells that all control certain aspects of magic, from Red’s manipulation of energy to green’s control over the natural world. Casting spells from the Spectrum isn’t an exact science, like from a spellbook. Instead, dozens of factors can contribute to how well you can manipulate it, the largest being how much you can control.

Speaking in the simplest terms, the Spectrum is an unlimited source of magical power and everyone who can cast can access all of it, but that amount is curtailed by how much they’re capable of controlling. It’s like juggling. You could hold dozens of small wooden balls, but being able to toss them from hand to hand is another matter entirely. Except in this case it’s more like juggling explosive capable of warping reality and things can get bad if you let them fall.

Every time you cast a spell, you’re making a spell check. This is always a d20 roll + your magic modifier + your proficiency modifier. This check can also be reduced by Modifiers, which are located below each spell description. These are taken before you cast the spell and reduce your total check. Unless stated otherwise you can take as many of the same Modifier as you wish. Several spells have minimum spell checks beside their name, which is the amount you must get for the spell to work.

Spells cast from the Spectrum are considered to have a spell level equal to your proficiency modifier. It can be dangerous to cast multiple spells without rest. Every caster has a Limit. The Limit is equal to their magic modifier score. Every time they cast a spell, their Limit goes down by 1. When it reaches 0, they move one step down the Mana Burn track. Their Limit is restored to ½ the number it was before, rounded down. For example, Wizard with 18 Intelligence could cast 18 spells before moving down the track, and then 9, and then 4, and then 2. After a long rest you reset your Limit to full and are no longer on the Mana Burn track. All effects on the table are cumulative.

1
Take a -2 penalty on all spell checks.
2
After you fail a spell check, take 1d10 damage.
3
Become exhausted.
4
After you fail a spell check, take 3d10 damage.
5
You can no longer cast spells.

Spells By Rote
Learning an ability by Rote allows you to use it without needing to make a magic check, essentially taking 10. When you first take levels in a class that allows Spectrum magic, gain a number of Rote Spells equal to your magic modifier. Every time your magic modifier increases, you gain an additional free Rote. You cannot add modifiers to a Rote spell unless they were part of the original spell and when adding modifiers they cannot make it so you would be unable to cast the spell by taking 10. For example, a character with a spell check of +8 could learn a Powerful x4 Blast Rote, but not a Spread Powerful Blast x4 Rote, as they couldn’t cast that with a roll of 18.

Every other level you may unlearn a single Rote and learn a different one.

Red, the Color of Energy
Blast
Launches a simple blast of energy as a ranged touch attack. It adds your magic modifier to both the attack and damage roll, has a maximum range of 30 ft, and deals 1d6 damage for every +1 of your proficiency modifier. The base damage type is lightning.
Modifiers
Energy, -2: Changes the damage type of your Blast into Fire, Cold, or Acid. Cannot be used more than once.
Advanced Energy, -4: Changes the damage type of your Blast into Force, Thunder, Necrotic, or Radiant. Cannot be used more than once.
Far Reaching,-3: Doubles the range of this spell.
Spread, -6: Turns this spell into a cone area attack with the same range as ½ the standard. Treat affected character’s dexterity saves as your DC. A successful save against your spell check reduces this damage by half. Cannot be used more than once.
Pushing, -2: Pushes the target back 5 ft. Reduce the push amount by 5 ft for every size category greater than you they are and increase it by 5 ft for every size category smaller than you they are.
Staggering, -4: If this spell hits, the target’s next roll has disadvantage. Every time you use this modifier, double the number of next rolls the target has disadvantage with.
Burst, -2: Turns this spell into a 10 ft radius area attack that originates from you. Treat affected character’s dexterity saves as your DC. A successful save against your spell check reduces this damage by half. Cannot be used multiple times.
Powerful, -4: Increase the damage of this spell by +6.

Repel
As a bonus action you may ready this spell. It sparks a short blast of energy that’s made to stop a attacks. Until the start of your next turn, whenever a melee or ranged attack is made against you, you may replace your AC with this spell.
Modifiers
Repulsing, -3: After this ability is used against a melee attack, push the target back 5 ft. This can be used multiple times to increase the push, but not against any creature two size categories greater than you.
Harmful, -6: After this ability is used against a melee attack, deal the attacker force damage equal to the difference between your roll and their attack. Cannot be used multiple times.
Field, -5: After this ability is used against a missile based ranged attack, it remains in place, effectively stopping all similar attacks coming from the same location or character. Cannot be used multiple times.
Dispelling, -4: You may use this ability against spells that target you, replacing the save with your spell check. Cannot be used multiple times.
Rapid, -2: For every use of this bonus, gain +1 on following Repel checks in the round. Lasts even if you fail the first check.

Charge, Base Spell Check 10
As a bonus action you empower yourself with pure energy. It lasts for a number of minutes equal to 1 per every 10 of your check, rounded down. It increases your base land speed by +10 ft and increases the damage of your melee attacks by +2. All spells you cast while Charge is active have a -2 penalty.
Modifiers
Speed, -6: While Charge is active you may make a Dash, Disengage, or a single weapon attack as a bonus action. Cannot be used multiple times.
Strength, -5: While Charge is active you increase the damage done by strength based weapons by an additional +2, gain advantage on all strength checks and saves, and gain a +10 ft bonus to your Jump distance.
Power, -4: While Charge is active it replaces your +2 melee damage bonus with a +1d6 fire, lightning, or cold damage bonus, chosen when you activate this bonus. Increase the damage by an additional +1d6 for every use of this bonus.
Overload, -4: This increases your base land speed by an additional +10 ft and damage bonus by an additional +2, but also deals you 1d10 force damage per round that cannot be negated or healed while Charge is active. Multiple uses grant +10 ft speed, +2 damage, and +1d10 force damage dealt to you.
Imbue, -4: Adds the damage bonus from Charge to your ranged attacks as well. Cannot be used multiple times.

Shatter
Overloads an object with kinetic energy, causing it to break. As an action, target one physical object in sight and deal it 1d10 + magic modifier + proficiency bonus in force damage. Your spell roll is made against the object’s AC.
Modifiers
Seeping, -4: Ignores Damage Threshold. Cannot be used multiple times.
Kickback, -6: If you use this ability to target an object a character is wearing and the object breaks, deal the excess damage to the wearer. Cannot be used multiple times.
Siege, -4: Deals an additional 1d10 damage against structures.
Quick, -8: You may use this ability as a reaction when targeted a missile ranged attack, such as an arrow or throwing knife. If you break the missile while in midair, it deals no damage.

Green, the Color of Nature
Evolution, Base Spell Check 10
Force a character to gain new attributes and adapt to their situation. These bonuses last until the target’s next short rest. You may target yourself as a bonus action or another character as a standard action. This adds one of the following effects. On a roll of 0-10, the spell fails. On a roll of 11-16 you roll once from the following table. On a roll of 17-21 you roll twice, choosing one. On a roll of 22-26 you roll four times, choosing one. On a roll of 27-Any, you choose any one.
All characters may have only one effect active at once.

1
Grow claws, gain a 1d8 natural attack on both hands.
2
Gain 30 ft of climb speed.
3
See perfectly in the dark.
4
Grow fangs, gain a bite attack that deals 2d6.
5
Add your proficiency bonus on all Athletics and Acrobatics skill checks. This stacks with being proficient in a skill.
6
Increase your base land speed by +10 ft.
7
Gain advantage on all checks to grapple or resist a grapple.
8
Increase your passive perception by +8.
9
Increase your jump distance by x2.
10
Gain advantage on all Constitution saves.
11
Gain the monster Scent ability.
12
Gain resistance to the most recent type of damage you suffered.

Modifiers
Rapid, -5: Essentially activates this ability again, granting the target an additional active evolution.
Guided, -2: Increase the number of times you roll on the table by 1.
Perfect, -12: The target also gains the four evolutions closest to the one they would normally gain.
Delayed, -4: The target chooses they would gain their evolution and it is decided at that point, not when you first cast this spell. Cannot be used multiple times.

Connection, Base Spell Check 15
In a ten minute ritual, connect with the land you find yourself in. The land itself must be vibrant and filled with plant life. This spell lasts a number of days equal to every 10 of your Spell check or until you leave it. The total size of the land is dictated by the DM, but should at least five to eight miles. After leaving the land you cannot use this spell again until after your next long rest. While in land you’re connected to, gain a +2 bonus on attack rolls against living creatures, a +5 bonus to your passive perception, and add your magic modifier to all charisma based skill checks against natural inhabitants of that land. If your magic modifier is charisma, double that bonus. If you fail this spell, it cannot be attempted again until your next long rest.
Modifiers
Violent, -5: As a bonus action you may form a bludgeoning versatile finesse weapon with 5 ft of reach out of the land. It could be a wooden staff made from a tree branch, a whip made from a vine, even a flail made of animal bonus and roots. If your spell check is 0-15, the weapon deals 1d8(1d10) damage. If your spell check is 16-Any, the weapon gains a +1 magical bonus and deals 1d12(2d6) damage. The weapon may be discarded and a new one formed, but doing so turns it back into rubbish the instant it leaves your hands. Cannot be used multiple times.
Shadow, -6: Add your magic modifier to all Stealth checks while in your connected land and to all damage rolls on attacks made with advantage while in your connected land. Cannot be used multiple times.
Fluent, -3: Speak the language of the most common creature currently living in your connected land. This could mean anything from canine to draconic. You may no longer speak the language after your connection is severed and you cannot read or write the language. Further use of this modifier allows you to speak the language of the second most common creature, and so on and so forth.
Barren, -8: This allows you to cast this spell even in arid or barren places, such as in a desert or underground. It must still be some kind of wilderness. Cannot be used multiple times.

Transformation
Alter your appearance, gender, race, and shape. This ability lasts until your next short rest or until you end it as a bonus action. It requires 1 minute to perform. If you roll higher than the effect you wanted required, you may use the lesser effect. On a roll of 0-10, the spell fails. On a roll of 11-16 you may change your appearance, but must be the same race. On a roll of 17-22 you may change your race and even gender. You retain your racial bonuses. On a roll of 23-28 you may change your appearance to exactly match . This has no mechanical benefit, but does give you advantage on all disguise checks.
Size, -4: Increase or decrease your size. This does allow you to appear as races of different sizes. If you decrease size, gain a +2 bonus on acrobatics and stealth checks, +1 AC, and -5 ft of movement speed. If you increase size, gain a +2 bonus on athletics checks and strength saves, 5 ft of reach, and -1 AC. May only be used twice to increase or decrease size categories.
Advantageous, -5: When using this spell and you change races, you may gain the racial bonuses of that race, losing your own. It must be a race normally allowed to player characters. May only be used once.
Quick, -4: You may activate this spell as an action. May be used twice, the second time reducing it to a bonus action.
Material, -8: This changes the type of material you become, either hard, soft, liquid, or bouncy. Hard materials grant slashing damage resistance and a natural slam attack that deals 1d8 bludgeoning damage. Soft materials grant bludgeoning damage resistance and adds your magic modifier to stealth checks. Liquid materials grant piercing damage resistance and allow you to slide through openings you normally would not be able to, as if you were a creature two size categories smaller. Bouncy materials grant lightning and thunder damage resistance and grant you 30 ft of jump speed.

Weather Control, Base Spell Check 15
By spending time in a 10 minute ritual you can change the current weather conditions, allowing you to change either the precipitation, temperature, and wind conditions. You may only change one at a time and it alters an area of weather equal to 1 mile per every 5 of your check for 4 hours. The stronger effects are only available on higher rolls. You may end the weather as an action, though it remains for 1 minute afterwards. The area affected is a circle centered around you.

Wind
10+
Creates gusts of wind that can move leaves, sands, or a ship.
16+
Great gusts of wind that gives disadvantage to arrow and other similar attacks, raises dust storms in the desert, or moves ships at great speeds.
25+
Summons an actual tornado that can destroy weak structures and deals 1d10 bludgeoning damage to every character in it per minute.

Temperature
10+
Either makes it much cooler or much warmer, negating summer and winter conditions.
16+
Causes sweltering heat or freezing cold, negating desert and tundra conditions.
25+
Causes burning heat and deadly cold, dealing either 1d12 fire or cold damage every 10 minutes to every unprotected character inside of it.

Precipitation
10+
Causes or removes a light rain or minor fog.
16+
Calls down rain, sleet, snow, or a heavy fog.
25+
Causes a massive thunderstorm. Every minute, every character within it rolls a 1d100. On a roll of 1, they are struck by lightning and take 3d10 lightning damage.

Modifiers
Careful, -5: Choose one character in addition to yourself. You and that character do not take damage from any of this spell’s weather changes. For every use of this ability add another character.
Focused, -2: Reduces the area of effect by ½.
Wide, -2: Increases the area of effect by 1 miles.
Lasting, -6: Doubles the amount of time this spell lasts.
Quick, -4: Reduces the casting time to 1 minute. Cannot be used more than once.

White, the Color of Spirit
Life, Base Spell Check 10
Restores the life of any one character as a touch action. If you target yourself, it is a bonus action. Characters may only be healed this way from one source once between short rests. Multiple sources may heal the same character between short rests.
5+
Magic Modifier x1
10+
Magic Modifier x2
15+
Magic Modifier x3
20+
Magic Modifier x5
25+
Magic Modifier x8

Modifiers
Natural, -6: Add the target’s Constitution modifier to your magic modifier for the purposes of this spell only. Cannot be used more than once.
Circle, -4: Targets all characters in a 5 ft radius. Using this more than once increases the radius by an additional 5 ft.
Radiant, -2: Changes this spell to an attack that only target’s undead. You must still succeed on a ranged touch attack. Cannot be used more than once.
Powerful, -4: Increases amount healed by +5.
Burgeoning, -5: Instead of healing, grants fast healing for 1 minute equal to the amount healed by. For the purposes of this ability, your magic modifier is always considered to be 1. Cannot be used more than once.

Protection, Base Spell Check 10
Creates armor of pure energy. As a bonus action it grants you an AC bonus equal to your magic modifier for a number of minutes equal to 1 per every 5 of your check. Ending Protection prematurely is a free action. All spells cast while Protection is active have a -2 penalty. This bonus does not stack with medium or heavy armor.

Modifiers
Shield, -2: Doubles the AC bonus, but only against ranged attacks. Cannot be used more than once.
Absorbing, -4: If a ranged or melee attack fails to hit you while Protection is active, you gain a +2 bonus on your next spell.
Layered, -5: You may add the Protection bonus to both Medium and Heavy armor. Cannot be used more than once.
Bubble, -3: You may add the AC bonus to your Dexterity saves as well. Cannot be used more than once.
Spiked, -3: Adds weapon spikes to the spectral armor. This gives you a natural attack that deals 1d8 force damage while Protection is active. Any creature that attempts to grapple you also takes that force damage. Using this more than once grants a +1 magical bonus to your natural attack.

Abjuration
Crafts a single object out of pure energy. The size and complexity of the object is decided by your roll. Casting this spell is always an action. The object in question always has a number of hit points equal to your magic modifier x4. The object lasts until your next short rest, but each object you make past the first applies a -1 penalty on Abjuration spell checks.

5+
Handheld and a single shape, such as a block or ball.
10+
Larger and with a variant shape, such as a shovel or sword.
15+
Man sized and with fine parts, such as a key or suit of armor.
20+
Horse sized and with moving parts, such as a water wheel or crossbow.
25+
Small house sized and with complex parts, such as a safe or defensive barricade

Modifiers
Sharp, -4: When using this ability to craft a weapon, that weapon is considered to be magic for the purposes of overcoming damage reduction. Cannot be used more than once.
Hardened, -2: Grants the object created an additional +8 hit points.
Restraining, -4: Force the object created to surround a target. Treat this spell as a 30 ft ranged touch attack. On a check of 15 and below, it creates a set of manacles. Past that, it can create an actual cage. Manacles are described in the Players Handbook. Replace their standard hit points with Abjuration object hit points. The cage requires a DC 25 Dexterity check or a DC 20 Thieves Tools check to escape. Cannot be used more than once.
Delicate, -2: Increases the complexity of the object by one step, but reduces the size by 1 step.
Large, -2: Increase the size of the object by one step, but reduces the complexity by 1 step.
Foundry, -5: Insures the object created doesn’t cause additional Abjuration spell check penalties.

Light
Fires a blinding beam of light. It has a maximum range of 40 ft and inflicts one of the following status conditions if the target fails their Constitution save against this ability. The condition inflicted always lasts for 1d6+2 rounds. The target must have working eyes to be afflicted by this ability.

10+
Has disadvantage on their first attack roll of their turn.
15+
Has disadvantage on all attack rolls during their turn.
25+
Becomes blinded.

Modifiers
Searing, -2: Replaces this spell with a beam of radiant energy. It deals 1d10+magic modifier in radiant damage if the target fails their Constitution save. Using this ability more than once increases the damage by +4.
Illumination, -4: Replaces this spell with a bright ball of light that follows you around. It lasts for 10 minutes per every 5 of your check, has a radius of 30 ft, banishes any magical darkness it comes into contact with, and can be dismissed as a free action. Cannot be used more than once.
Focused, +5: Target is affected by an effect one step lower of the track if they fail their save.
Reaching, -2: Increases the range of this spell by +10 ft.
Confusing, -6: If target fails an attack roll due to this spell, they provoke attacks of opportunity from any allies within melee distance.

Black, the Color of Death
Necromancy, Base Spell Check 10
Raises an undead servant from a corpse in a ritual that take 10 minutes. This servant is a medium or small creature that has disadvantage on all rolls during the day, vulnerability to radiant damage, immunity to poison/charm/exhaustion, and further abilities according to the chart below. It must be either a zombie or a skeleton. Skeletons have resistance to piercing damage, but vulnerability to bludgeoning damage. Zombies have resistance to bludgeoning damage, but vulnerability to fire and slashing damage. It has proficiency with all simple weapons.
You cannot raise another servant until the first has been destroyed, but you may unmake it as an action. The servant does nothing but follow within 10 ft of you, until you command it as a bonus action. It can only follow simple commands, such as “run that way” or “attack that enemy”. Treat all of it’s ability scores as 10. While your servant is active, take a -2 penalty to all spells.

10+
18 hp, 14 AC, +4 to attack roll, +2 to damage roll, +2 to all saves.
15+
27 hp, 16 AC, +6 to attack roll, +2 to damage roll, +3 to all saves, can attack as a bonus action.
20+
35 hp, 18 AC, +7 to attack roll, +4 to damage roll, +3 to all saves, can attack as a bonus action.
25+
50 hp, 18 AC, +8 to attack roll, +5 to damage roll, +4 to all saves, can attack as a bonus action, can attack twice as part of it’s action.
30+
70 hp, 20 AC, +9 to attack roll, +6 to damage roll, +5 to all saves, can attack as a bonus action, can attack twice as part of it’s action.

Modifiers
Intelligent, -4: Servant can follow complex commands, can speak, and gains +2 to on Intelligence saving throws. Cannot be used more than once.
Battle, -5: Servant can wield martial weapons and gains +2 on Dexterity saving throws. Cannot be used more than once.
Regenerating, -6: Servant has fast healing 1.
Tough, -2: Servant has +4 hit points.
Giant, -6: Servant is one size larger, has +6 hit points, -1 AC, and deals +2 damage with melee attacks.
Vampiric, -4: Servant gains a natural attack that deals 1d8 damage and every time it hits a living creature with that attack, regains ½ the damage dealt as hit points. Cannot be used more than once.
Resurrection, -14: Replaces this spell with an effect that restores a creature that has been dead for one day or less. They awake, unconscious for 24 hours and with a 1 hit point. This can only affect a singular creature once in their lifetime. Cannot be used more than once.
Mass, -2: Instead of a single servant, creates multiple undead, either Skeletons or Zombies. Create one of these creatures per every 5 of your spell check. They are ordered around, the same as a regular servant.

Drain
Rips the life out of a target to add to your own. This is a melee touch attack that deals 1d8 necrotic damage per every 2 of your proficiency modifier. If you strike a living creature with this spell, regain hit points equal to the creature’s Challenge Rating x5 or Character Level x3. Those hit points cannot be restored by magical means and can only come back through rest. Do not gain life if the target is immune or resists necrotic damage.
Modifiers
Strength, -3: Choose a single saving throw. Until your next short rest, the target has a -2 penalty to that saving throw and you have a +2 bonus. Choose an additional saving throw every time you use this modifier.
Weaken, -4: The hit target loses their strength bonus on melee damage rolls for 1 round. Using this ability more than once increases the duration by an additional round.
Shadow, -4: Turn this into a ranged touch attack with a maximum range of 15 ft. Using this ability more than once increases the range by +10 ft.
Marked, -6: After you hit a target with Drain, gain advantage on the next Drain attempt against the same target. Cannot be used more than once.
Ailing, -5: Drain no longer restores hit points. Instead, you remove a single qualifying condition from yourself, such as blindness, and transfer it to the target. They cannot be immune to that condition.

Curse
Places a curse on a single target. This is an action that must be performed on a single character within sight. Every time a cursed character makes a roll, they must make a Wisdom save against your spell check. If they fail, that roll is made with disadvantage. If they succeed, the curse is broken. You cannot curse the same character more than once between long rests. You may end a Curse prematurely as a free action.
Modifiers
Painful, -6: Every time the target fails to save against the Curse, they also take your 4 psychic damage.
Resilient, -4: Increase the number of times the target must succeed on a Will save to break the curse by one.
Tracking, -2: You have advantage on all Insight, Perception, and Survival checks made to track a cursed target. Cannot be used more than once.
Successive, -5: If the target succeeds on their save to break the Curse, it immediately goes to the nearest available target. Using this ability more than once increases the number of times the Curse travels to another creature.

Shadow, Base Spell Check 10
Summons a cloak of pure shadow around yourself as a bonus action. While active it adds your magic modifier to stealth checks, grants +2 AC while in darkness areas, and grants 30 ft of darkvision. Lasts for 10 minutes per every 5 of your check. All spells cast while Shadow is active have a -2 penalty.
Modifiers
Scything, -4: Creates a long claw of shadow energy that is a one-handed finesse weapon with a reach of 10 ft and deals 1d8 necrotic damage. Using this more than once grants the weapon a +1 bonus on attack and damage rolls, maximum +3.
Flatten, -6: While in areas of darkness you may Hide as a bonus action. Cannot be used more than once.
Meld, -8: While in areas of darkness you may become invisible as an action. Lose this invisibility of you enter a lighted area or make an attack. Cannot be used more than once.
Climbing, -3: Grants 10 ft of climb speed. This does allow you to walk up the sides of walls and even hang from ceilings.
Floating, -2: Negates all damage from falls. Cannot be used more than once.

Yellow, the Color of Alteration
Enhancement, Base Spell CHeck 10
This improves the functionality of virtually anything. As a bonus action enhance a single weapon, suit of armor, shield, set of tools, instrument, or game. When using that item, it gains a +1 bonus for tools, +1 to the attack roll for weapons, and a +1 to AC for armor and shields. This bonus only applies when you use the enhanced item and lasts until your next short rest. You may only have a number of enhanced items equal to your proficiency modifier, but you may end an enhancement as a free action. Gain a -1 penalty on all spell checks for every enhanced item you have. The items also gain a number of hit points equal to your spell check.
Modifiers
Sharp, -5: Enhanced weapons deal +1 damage.
Masterwork, -5: Improve the bonus to Tools by +1.
Repairing, -3: Items gain fast healing 1 while improved.
Material, -6: Change the material of the item in question. Cannot be taken more than once.
Bound, -2: You may summon a handheld enhanced item from anywhere to your hand as a bonus action. Cannot be taken more than once.

Animation, Base Spell Check 15
This gives life to constructs and even creates creatures out of rubbish. For this spell to work, you need non-living material equal to the weight of the desired creature. It can be any animal, except the DC is increased by 10 for every CR of the animal in question. You may only have a single construct active at once and it obeys your mental commands without question. For every CR of the construct (rounded up), take a -1 penalty to all spells while it is active.
The spell is a 10-minute ritual that forms a pile of stone, wood, a statue, etc, into a construct. Constructs have resistance to slashing and piercing damage, but vulnerability to bludgeoning. It retains all physical traits of its base creature, but cannot perform special attacks or utilize any mental abilities. It is immune to any effects that require a Wisdom, Charisma, or Intelligence save, exhaustion, fear, and poison.
Modifiers
Multiple, -6: You may create and have active multiple constructs at once, but their combined CR cannot exceed your proficiency modifier. Using this more than once increases the number of constructs you can have active by 1.
Weaponize, -4: Your construct gains a +1 bonus to all of its natural weapon attack and damage rolls.
Conjoined, -7: You create a new creature with all the traits of two separate creatures. It retains the highest ability scores, natural armor, and combat bonuses of both creatures. It has the same movement types of both creatures. To create such a thing you need to have spent at least 12 hours researching it. You may only retain knowledge of two such conjoined constructs at a time. This cannot be taken more than once. (DMs may wish to ban this specific modifier.)
Inherent, -6: You place a portion of your own life into the construct. If either of you would drop to 0 hit points, the other does so instead and the the one who have died remains at 1 health. This cannot be taken more than once.
Perfected, -X: You grant the construct a small part of your own magic. It gains the use of one your own magical spells, which you then lose. That spell cannot be regained until the construct is no more. The construct does not gain any Rotes and otherwise uses your own spell checks. The difficulty of this modifier is equal to your own proficiency modifier, x2. This cannot be taken more than once.

Control
Magic is everywhere and inside everything. Recognizing its signs, changing how it flows, and even altering its base nature all falls under control. As a bonus action, you can scan all around you for signs of the Spectrum. This reveals fellow casters, enchanted items, magical creatures, and even areas strong in magic. The area you scan is always equal to how far you can see.
Modifiers
Life, -3: You can sense various life forms with your ability to scan. You may make a manipulation spell check instead of a Perception or Insight skill check. Using this ability more than once grants advantage on that check.
Knowledge, -6: If you scan an area a round immediately after a spell has been cast, you may attempt to replicate that spell. The spell chosen must have taken an action or less to cast, you must have been able to see the caster, and you must use all the modifiers that caster used. Add the -6 difficulty of this spell when attempting to cast the replicated spell. You cannot use Knowledge as part of a Rote. This cannot be taken more than once.
Reaching, -5: Sense spells being cast and their Color at a range equal to 1 mile per every 5 of your spell check. Cannot be taken more than once.
Guiding, -4: Normally you must know the spell in question to offer assistance. If you scan an area and a spell is cast before the start of your next turn, you may guide that spell along. This provides a +2 bonus to the spell’s check. The relevant spell must take an action or less to cast.

Negation
One of the most powerful and sought after abilities of Alteration is that of Negation. It allows the user to stop or even redirect harmful magics. As a bonus action you may ready a use of Negation. Doing so allows you to replace any saving throws made in response to a spell being cast on or in your area, with the Negation spell check you make as a bonus action.
Modifiers
Countermagic, -5: When you use the Negation spell with this modifier, it stops the spell completely. Cannot be used more than once.
Dispel, -4: Changes this spell to one that removes an ongoing magical effect on an object or person. The check is always equal to the spell check the caster used. Cannot be used more than once.
Mental, -3: This provides a +4 bonus on the Negation roll if the spell being used forces an Intelligence or Wisdom save.
Redirect, -6: Can only be used if you yourself are targeted by a spell. If the Negation succeeds the spell switches to another target of your choice within 30 ft, other than the caster. Cannot be used more than once.
Guarding, -3: When you first cast Negation, choose a single character within 30 ft.You may replace their save with your Negation spell check if they’re targeted by a spell. For every use of this modifier you may choose an additional character.

Blue, the Color of the Mind
Telekinesis
Moving objects with your mind is one of the most common and useful magics a Blue Spectrum caster will learn. As an action with a maximum range of 60 ft, you may move a non-living object according to table below. It floats according to the distinction below. You may use this to make a ranged attack. That attack uses your spell check as the attack roll and deals damage according to the numbers below. You may hold the object in midair as a bonus action. You do not add bonus damage to the attack roll. The damage type dealt is decided by the DM. A lance would do piercing, coals might do fire, a pile of bones could even deal necrotic if you make a convincing enough case.

5+
A hand sized rock, a coffee mug, a child’s doll. 1d4 damage
10+
A large book, a brick, a stool. 1d6
15+
A chair, a log, a battle axe. 1d12
20+
A table, a suit of armor, an anvil. 2d8
25+
A cart, a small tree, a full stove. 3d8
30+
A large boulder, a wagon, a millstone. 3d12

Modifiers
Missile, -6: This allows you to throw an additional object as a ranged attack.
Crushing, -3: This allows you to make the ranged attack without needing an object. This cannot be taken more than once.
Reach, -4: Increases the range of this spell by +20 ft.
Grabbing, -6: This allows you to make a Telekinesis spell check as a bonus action. It cannot be used to make an attack. Cannot be taken more than once.
Flying, -5: Allows you to move yourself as if you would an object. If you cannot make the check (DC 20 for most medium creatures) the spell fails entirely. Cannot be taken more than once.
Bashing, -4: This adds your telekinetic damage to a melee attack and replaces that melee attack roll with your spell check. Cannot be taken more than once.

Illusion, Base Spell Check 10
Like it says on the box, this spell allows you to create fake images that appear real. They can be virtually anything, provided you have the power and control necessary to craft it from your mind. As an action you may create an illusion based on the following chart. Illusions inherently have no sound and your spell check is always used against their passive perception to see if they disbelieve the illusion. If they have some reason to disbelieve the illusion, such as seeing you cast the spell, they may make a perception check against your spell check. If they have good reason to disbelieve, such as touching something and not feeling it, they make that check with advantage. Illusions are inherently silent and stationary, but otherwise look and smell like real. For every illusion you have active past the first, gain a -2 penalty on spell checks. They last until you dismiss them as a bonus action or until your next short rest.

10+
A small creature or object, like a gnome, halfling, or dog.
15+
A medium creature or object, like a human, orc, or cabinet.
20+
A large creature or object, like a troll, cart, or tree.
25+
A huge creature or object, like a giant or house.
30+
A gargantuan creature or object, like a dragon or hill.

Modifiers
Speaking, -4: Your illusion can speak, has sound, and can even have several installed messages which activate under certain conditions, equal to your proficiency modifier. You may ignore the -4 penalty and instead create an illusion which is just sound. For every use of this modifier double the number of pre-recorded messages.
Semi-Solid, -7: Your illusion has some physical presence. It can be walked on, felt, and has texture. This does not allow it to make attacks or deal damage, but does negate the bonus to feeling the illusion. Anyone who disbelieves the illusion no longer feels it. Can only be taken once.
Ambulatory, -5: Your illusion has a movement speed of +10 ft. It moves as you mentally direct and can even have installed movement, such as a pre-ordained path or just completely random.
Scarring, -7: Your illusion has illusionary attacks. On it’s turn, which is always at the bottom of the initiative, it can make a single attack that you direct on any target within 20 ft of the illusion. This attack takes any form as necessary, though a strange one could prompt a perception check. A skeleton could throw a dagger, but a wolf can’t breathe fire. The target must make a Wisdom save against your spell check or take 1d10+5 psychic damage. If they pass the save they get a free perception check to disbelieve the illusion. This damage feels as the type the illusion seemingly dealt, such as sword leaving a gash or a torch leaving a burn. The illusion cannot harm a character that doesn’t believe in it. For every use of this modifier increase the psychic damage by +5.
Disguising, -6: The illusion forms around you as a disguise. It essentially moves at the same pace you do, but must cover your body to be an effective disguise. Cannot be taken more than once.
Permanent, -8: Changes this spell to an hour long ritual. It essentially ties the illusion off, allowing it to keep going forever. A permanent illusion does not count towards your total number active at once. After you perform this ritual, move 1 step down the Mana Burn track. Cannot be taken more than once.

Divination
Allows you to predict the future with some accuracy or gain knowledge of past or even current events. This spell is a ten minute ritual that you can only perform once between short rests. To do so, ask a single question. Answers regarding the future are always hazy, as Divination can only state the outcome with the highest possibility of coming true. Time and free will are always factors. Once you have attempted to ask a question regarding a specific person or object, you cannot do so again, even if the question is different. The DM always decides the difficulty of the question.

5+
Answer questions like where did I leave my spoon or will it rain today?
10+
Answer questions like what did I eat for breakfast yesterday or will the storm knock my shed down.
15+
Answer questions like what direction is my son in or will miners find gold down that shaft?
20+
Answer questions like who burned down the inn last month or will <insert villain’s name here> try to kidnap the princess?
25+
Answer questions like is my friend still alive or will that bard I used to like write a good ballad again?
30+
Answer questions like who murdered my parents when I was a child or will I find true love?

Telepathy
While not as overtly powerful as most spells, Telepathy is invaluable in both war and daily life. As a bonus action, choose a single target within sight. You may communicate telepathically with that character until your next short rest. You must share at least one language to do so. The distance to which you can communicate is 1 mile for every 5 of your check. For every Telepathy target you have active past the first, take a -2 penalty on all of your spell checks.
Modifiers
Mass, -5: You may choose an additional target when casting telepathy. Yourself and all other targets of your telepathy may communicate together. This counts as a singular active telepathy target.
Wide, -6: Double the range this spell remains active at.
Lasting, -6: Telepathy lasts until your next long rest. Cannot be taken more than once.
Invasive, -5: When you cast Telepathy with this modifier, the target must also make a charisma save. If they fail, you hear their thoughts. Cannot be taken more than once.
Simple, -3: You completely understand the language of your Telepathy target when communicating. Cannot be taken more than once.

Spectrum Templates and Equipment
Chromometer
This simple device is available in any world that Spectrum Magic exists in. It can come in a variety of forms, such as glasses with different lenses, a simple ring of wood set with crystals, or a small box that emits light. Arcana checks made in regards to a Color you do not have access to have disadvantage without a Chromometer. With it, Arcana checks made in regards to a Color you do have access to have advantage. Their price can vary depending on how prevalent Spectrum Magic is, but most can be found for 120 gold.

Light Shield
Made from tempered glass, it is attuned to a single Color and helps protect against that Color. Adds the shield’s AC bonus on saves made against spells cast by that Color so long as you are holding it when they are cast. 400 Gold.

Focus Crystal
These are special crystal talismans that can amplify the light of a single Color when casting. Each one is attuned to a single Color and provides a +1 bonus to non-rote casting with that Color. More powerful versions can be found. +1 is an Uncommon Magic Item, +2 is a Rare Magic Item, and +3 is a Very Rare Magic Item

Rune Stones
Rotes are patterns found within the Spectrum that are locked inside the caster’s mind. Rune Stones each have a single Rote. You must be able to cast that spell to cast it by Rote. Most are destroyed after use, but some are permanent. 300 gold for a Rune Stone, while Permanent Rune Stones are Uncommon Magic Items that must be attuned.


Templates
Drained
This template is what happens when one part of the Spectrum is drained from a target. It could be caused through magical experimentation, as part of a powerful curse, or by being attacked by someone already drained. They can no longer see that Color and their body no longer reflects it. Spells cast against them of that Color are cast with disadvantage. A creature can be drained multiple times, a hefty penalty against them is applied every time. Drained creatures have their CR modified by +1.
Black: Charisma is set to 5 if more than 5 and Constitution increases to 26 if less than 26. Natural attacks deal +1d10 necrotic damage. Alignment changes to Evil and they’re cruel, sadistic, and traitorous for the sake of being so.
Blue: Intelligence is set to 5 if more than 5 and Dexterity increases to 26 if less than 26. AC increases by +3. Becomes confused and enraged by the simplest problems and questions.
Green: Wisdom is set to 5 if more than 5 and Constitution increases to 26 if less than 26. Gains fast healing 3. They corrupt nature by their presence, changing edible plants to poison, afflicting trees with a wasting disease, and turned animals violently feral.
Red: Charisma is set to 5 if more than 5 and Strength increases to 26 if less than 26. Can take an additional bonus action per turn. Reacts violently to any perceived slight or threat and obsesses over vengeance.
White: Wisdom is set to 5 if more than 5 and Strength increases to 26 if less than 26. Gains advantage on all saves. Alignment is set to Good and attempts to violently harm anyone that doesn’t follow their own code of ethics.
Yellow: Intelligence is set to 5 if more than 5 and Dexterity increases to 26 if less than 26. All equipment wielded gains a +3 magical enchantment. Obsessed with gold and magic, willing to do anything to get their hands on more.

Phantos_Argent
2017-02-22, 03:43 AM
Barbarian, Crimson Thorn Path
Barbarians of the Crimson Thorn are merciless killers, embodiments of the most vicious parts of nature itself. They believe in an endless cycle of blood and rebirth, knowing that death revitalizes the land, fires can keep forests safe, and meat provides food in the coldest of winter nights.

Crimson Heart
At 3rd level you become a mage capable of accessing the Red Spectrum and automatically learn the Charge spell. Your spell casting modifier is Charisma. You may cast Red spells while raging and when you do so, treat Constitution as your magic modifier.

Crimson Edge
At 6th level you can launch magic out of your weapon. Learn the following Red spell.
Weapon Blast
This fires a facsimile of your melee weapon as pure energy. Make an attack roll in addition to your regular spell check. The check decides the maximum range of this attack, with a number of feet equal to your check +5. The attack operates as normal, dealing it’s standard damage. You may attempt this spell whenever you would be able to make an attack.
Modifiers
Successive, -3: After you make a successful attack with this modifier active and attack the same target again in the same round, gain advantage on all damage rolls. Cannot be used more than once.
Pure, -4: Changes the damage type of your attack to force. Cannot be taken more than once.

Rage Mage
Beginning at 10th level you become an even stronger caster when raging. Gain 3 Rotes, but you may only use them while raging. While raging, you ignore all penalties from being on the Mana Burn track.

Crimson Soul
Starting at 14th level you’ve mastered the Red Spectrum and can meld it perfectly with your fighting skills. Learn two additional Red spells and always treat your Constitution as your magic modifier. A number of between long rests equal to your Charisma modifier you may sacrifice a single Rage use to gain a +6 bonus on Red spellcasting checks.

Bard
Spells
This replaces all spells you can cast, including cantrips. At 1st level choose between the Blue, White, or Yellow colors. Gain three spells of your choice from your chosen color. Charisma is your magic modifier.
At every other level either learn a new spell and a new Rote, gain access to the Blue, White, or Yellow Colors and learn a single spell from the new Color, or learn three new Rotes.

Magical Secrets
This replaces the Magical Secrets ability gained at 10 level. Learn a single spell of any Color. This does not give you access to other spells of that color. Learn an additional spell of any Color at 14th and 18th levels.

College of Harmonics
Sound is one the most powerful and underused abilities in any arsenal. At certain frequencies it can destroy stone, delight an audience, carry a message, and level a battlefield. This college is about studying sound and manipulating it magically. At 3rd Learn the following spell. It is considered to be a spell of the first Color you chose as part of this class.
Sound
In it’s base form, this spell allows you to amplify a voice to be heard loudly or lower it so that only a single person can hear. As a bonus action, cast this spell on yourself or any person within 10 ft. Their voice carries 10 ft for every 5 of your spell check. It lasts for 1 minute or until you dismiss it as a free action. If amplified, it can be heard clearly by everyone in that range. If lowered, you choose at least one target within sight as the spell is cast. Only that person can hear the sound.
Shout, -4: This changes the spell into an attack that requires an action to use. It has a range equal to the standard spell, but can only affect one target. The target must make a Constitution save against your spell check or take 1d10 thunder damage. Every use of this modifier increases the damage by +1d10.
Nullify, -6: This completely negates all sound within your spell’s range. It lasts for 1 minute or until you dismiss it as a free action. While this ability is active, all characters within that range gain a bonus on their stealth checks equal to your magic modifier. Cannot be taken more than once.
Velvet, -5: The target gains a bonus on all Charisma based skill checks and musical Performance checks equal to +1 for every 5 of your check.

Peerless Voice
At 6th level the constant magical use has left your vocal cords capable of producing impossible sounds, from the roaring of a dragon to the most melodious of sirens. You may cast the Sound spell on yourself as a free action and gain the following modifier to use with it.
Imitation, -3: You can perfectly replicate any sound you have heard before. This allows you to make instrument Performance checks without an instrument and gives you advantage on disguise checks to replicate a voice.

Battle Hymn
At 14th level you feel the rhythm of battle, the thrum of your enemy’s heart beating, angels singing of victory. You may use Bardic Inspiration to modify your own attack roll. When you or another character uses Bardic Inspiration to modify their attack rolls, they also add the number rolled to the damage as well. You may even use this ability with the Shout modifier of the Sound spell.

Cleric
Spells
This replaces all spells you can cast, including cantrips. At 1st level gain access to a single color of your choice. Gain access to an additional Color based on your Domain. Gain a single spell from your chosen Color and your Domain Color. You magic modifier is Wisdom.

Black
Death, Trickery, Hunt
Blue
Knowledge, Trickery, Nature
Green
Nature, Tempest, Hunt
Red
War, Tempest, Death
White
Life, War, Light
Yellow
Life, Knowledge, Light

At every other level learn a new Spell and two new Rotes, except at 9th level. At 9th level gain access to a new Color and a single spell from that Color. Your new Color must share your chosen Domain according to the table above.

Domain Replacements
Knowledge Domain, Potent Spellcasting
Gain a +2 bonus on all damage dealt with spells. This replaces the standard Potent Spellcasting.

Light Domain, Bonus Cantrip
At 1st level when you choose this domain gain two new Rotes rather than a bonus cantrip.

Light Domain, Potent Spellcasting
Gain a +2 bonus on all damage dealt with spells. This replaces the standard Potent Spellcasting.

Nature Domain, Acolyte of Nature
At 1st level when you choose this domain gain a new Rote and proficiency in Animal Handling, Nature, or Survival.

Hunt Domain
In life there is balance to all things. Creatures must kill to eat and then devoured themselves by worms. The Hunt domain symbolizes this natural part of life and followers pay great respect to the creatures they kill for food.

Bonus Proficiency
At 1st level when you choose this domain gain proficiency in Martial Weapons and the Survival skill.

Hunter’s Focus
At 1st level you can enter a state of absolute focus, entirely bent on the hunt. This is a 1 minute ritual. As part of the ritual, choose a creature type. Gain advantage on Survival checks made to track that type and your Passive Perception is considered to be +5 higher against that type. You may only have 1 type active at once.

Channel Divinity: Archer’s Gift
At 2nd level you can use your Channel Divinity to summon a supernatural bow that never misses a target. This is either a Longbow or Shortbow, decided when you activate this power as a bonus action. The bow lasts until it leaves your hands, you dismiss it as a free action, or all the arrows are used.
This bow does not use standard ammunition. Instead, it comes with a number of magical arrows that appear as you draw the string back. The number is equal to 4+ your proficiency modifier. Against creatures of the same type your Hunter’s Focus is used on, the bow gains a +1 magical bonus to attack and damage, and the arrows ignore their damage resistance.

Channel Divinity: Killer’s Eye
At 6th level you can use your Channel Divinity to mark a target for death. This is done as a bonus action and lasts for 1 minute. Spell checks and ranged attacks you make against that target have advantage.

Divine Strike: Bloody Call
At 8th level you gain the ability to infuse your weapon with divine energy. Once on each of your turns when you hit an enemy with a weapon attack, you can cause the attack to deal +1d6 piercing damage. This opens a wound that deals an additional 1d6 damage at the start of their next two turns. Though the damage does not stack, the turn counter can be reset by using this strike on the same creature again. At 14th level increase the damage dealt by this strike to 1d12.

Hunter’s Fury
At 14th level you can quell any prey with ease. Once between long rests, choose a single target within 100 ft. As an action, activate Hunter’s Focus, Archer’s Gift, and Killer’s Eye at once, all targeting that same enemy. You may then make a single ranged attack against that target as a free action. Use of this ability does not count towards your Channel Divinity uses per day, but does reset your Hunter’s Fury type target.

Druid
Spells
This replaces all spells you can cast, including cantrips and spells gained from your Domain. At 1st level gain access to the Green Color and your choice of Black, White, or Red. Learn one spell from the Green Color and one spell from your chosen color. Wisdom is your magic modifier.
At every other level learn a new Spell and two new Rotes, except at 9th level. At 9th level gain access to either the Black, White, or Red Color and learn a new spell from that Color.

Circle Replacements
Circle of the Land, Bonus Cantrip
Replace the Bonus Cantrip with 2 new Rotes.

Circle of the Land, Natural Recovery
Starting at 2nd level, you may move up 1 step from the Mana Burn track after a short rest. This replaces the standard Natural Recovery feature.

Circle of the Land, Circle Spells
At 3rd and 7th learn a single spell connected to the land where you became a Druid. Even if the spell comes from a Color you do not have access to, it is considered a Green spell for you. Arctic and Coasts grant a Blue spell, Swamp and Underdark grant a Black spell, Desert grants a Red spell, Mountain grants a Yellow spell, and Forest and Grassland grant a White spell. At 5th level gain a +2 bonus to your spell check when using that spell in the corresponding area. At 9th level that bonus increases to +4. This replaces the standard Circle Spells feature.

Circle of the Beast
Druids of the Circle of the Beasts are incredibly animalistic, even more so than other druids. They are said to be born with beast’s soul and often care little for concerns of other humanoids. Even speaking to them can be difficult and many will spend years without conversing with another intelligent being.

Evolutionist
Starting at 2nd level you can manipulate your animal and normal self until it becomes impossible to tell the two apart. Learn the Evolution Green spell. If you already know this spell, learn a different spell that you normally have access to. You also learn a Rote for the base spell only.

Natural Change
At 2nd level you can adapt your animal form even further. While in Wild Shape you may cast Evolution on yourself as a bonus action. If you do so, do not roll on the table and instead choose the Evolutions you would gain. These Evolutions last until Wild Shape ends.

Savage Claws
At 6th level your natural attacks are particularly large and dangerous. Whenever you would gain a natural attack, such as from Wild Shape or casting a spell, that attack deals an additional die of damage. For example, a claw attack that deals 1d6 slashing damage would deal 2d6 instead.

Wild Form
At 10th level your natural body can adopt parts of the creature you so wish to emulate. When casting Evolution on yourself, do not roll on the table and instead choose the Evolutions you would gain. You may sacrifice one use of Wild Shape to choose two additional Evolutions and gain those as well. Evolutions you have last until your next long rest, not a short rest.

Pinnacle of Evolution
At 14th level the number of alterations you can make on yourself grows to accommodate even the fiercest of creatures. When deciding Evolutions, you may roll on the following table instead.

1
Grow a set of powerful claws that deal 1d10 slashing damage and are considered magical.
2
Grow wings that grant 30 ft of fly speed.
3
Scales cover your body that grant +2 AC.
4
Gain a breath attack. Breathe fire in a 30 ft cone. Each creature must make a DC 18 Dexterity save or take 3d8 fire damage on failed save or half on a successful one. This can be used once every 36 seconds.
5
Your body can break into a swarm of insects. This grants resistance to bludgeoning damage, 10 ft of fly speed, and lets you squeeze through very small spaces.
6
Gain +2 Strength. This ignores the usual limit.

You may only place these Evolutions on yourself and using this table places a -6 penalty on your spell check.

Fighter, Eldritch Knight Spells
This replaces all spellcasting. At 3rd level choose either the Red, White, or Yellow Spectrum Colors and learn one spell of your choice from that Color. At 7th and 19th level learn a new Spell. At 13th level gain access to a new Color and learn a new spell from that Color. Your magic modifier is Intelligence.

Fighter, Dragonform Archetype
There are many that have descended from dragons born throughout the centuries, most unaware of their infamous ancestor. The Dragonform, whether knowingly or not, has learned to manipulate the latent magic in their blood and realize a small portion of a true dragon’s might.

Dragon’s Blood
At 3rd level your distant draconic bloodline begins to manifest itself with a single magical ability. Choose a single Spectrum Color and gain the corresponding spell. Your magic modifier is Intelligence.
Black, Drain: Once between Short Rests you may cast Drain as a Bonus Action after successfully hitting the same target with a melee attack.
Blue, Telekinesis: You may add your Strength or Dexterity modifier to damage dealt with Telekinesis.
Green, Connection: Reduce the cost of the Violent modifier to -3.
Red, Repel: You may gain advantage on a single Repel attempt. Doing so moves you 1 step down the Mana Burn track.
White, Protection: Add the AC bonus to all of your Constitution saves while Protection is active.
Yellow, Negation: Gain advantage on attack rolls against a target you successfully used Negation on the round before.

Dragon’s Voice
At 7th level the spirit of your draconic ancestor spills forth in strange ways. Learn the Draconic Language if you haven’t already. Gain advantage on all Charisma based skill checks against dragon type creatures and Handle Animal skill checks against reptilian creatures.

Dragon’s Mantle
At 10th level you can reshape your body into that of a dragon. Learn the following spell. It is considered to be of the same Color you chose with Dragon’s Blood.
Dragon Form
Your limbs shift into draconic ones as a bonus action, becoming exponentially more powerful. These increase your reach by +5 ft and grant you two natural attacks that deal 1d8 slashing damage each. They last for 1 minute per every 5 of your check. Gain a -2 penalty to all spell checks while Dragon Form is active.
Modifiers
Engulfing, -4: Your natural attacks deal +1d6 elemental damage based on the color of spell this is. Black; acid, Blue; cold, Green; acid, Red; fire, White; cold, or Yellow; lightning.
Scaled, -5: Gain resistance to a damage type based on the color of spell this is. Black; acid, Blue; cold, Green; acid, Red; fire, White; cold, or Yellow; lightning. Cannot be used more than once.
Winged, -10: Grow a pair of dragon wings along with the arms. They grant a flight speed of 30 ft.

Enhanced Spellpower
At 15th level your magical abilities grow even stronger. Change the following effects based on the Color and correspond spell you first chose.
Black, Drain: Can be used once per turn, rather than once per Short Rest.
Blue, Telekinesis: You may cast Telekinesis to make ranged attacks as many times as you can make attacks during a single action. You cannot modify Telekinesis if you do so.
Green, Connection: Learn a Violent Connection Rote, but instead of taking 10 you may take 14.
Red, Repel: After you stop an attack with Repel you may make an attack of opportunity against the caster.
White, Protection: Add the AC bonus to your Charisma and Intelligence saves while Protection is active.
Yellow, Negation: If you make a successful attack against a target you used Negation on the turn before, they cannot cast spells for 1d4 rounds.

Improved Dragon’s Mantle
At 18th level you can assume a powerful draconic form with ease. Dragon’s Mantle now lasts twice as long and the first modifier you activate with it is free.

Monk, Way of the Glorious Champion
Monks of the Way of the Glorious Champion are not mystics drawn into a life of adventure for some esoteric mystery. They are warriors who seek it out to prove their strength, heroes that will stand against overwhelming odds, and villains that bend others to their will through violence.

Champion’s Fist
Starting at 3rd level your blows become heavy enough to break through any obstacle. You may add your Strength modifier in addition to your Dexterity on unarmed attack rolls when using Flurry of Blows and to your AC when using Patient Defense.

Powerful Ki
At 6th level your ability to manipulate ki has grown exponentially. Gain access to the White Spectrum Color, but you do not learn spells from it. Instead, you may spend 1 Ki to cast a single White Spell of your choice. You magic modifier for these spells is Strength.

Rejuvenation
At 11th level you can draw energy straight from the earth. This is an action and restores a number of ki points equal to ½ your total, rounded down. You may only do this once between long rests.

Aura of Victory
At 17th level you can enter a state of absolute perfection. Activating this Aura is a bonus action and it lasts for 1 minute. While active, you gain a +4 bonus to your strength modifier and may spend ki as if you had an unlimited amount.

Paladin
Spells
This replaces all spells you can cast, including cantrips. At 2nd level gain access to a single Spectrum Color according to your Oath. White for the Oath of Devotion, Green for the Oath of the Ancients, Red for the Oath of Vengeance, Black for the Oathbreaker, and Yellow for the Oath of Truth. Charisma is your magic modifier.
At 5th and 13th level learn two new Rotes and at 9th and 17th level learn a new spell.

Paladin, Oath of Truth
Paladins of the Oath of Truth are keepers of all knowledge and will seek it out as occasion demands. They preserve history and do their best to keep it as accurate as possible. Good paladins bearing this oath expose injustice and protect records from tyrants that would corrupt them, while ignoble paladins of this oath use their gathered knowledge to their own ends.

Tenets of Truth
Preserve: Never willingly destroy books or allow other such depositories of knowledge to be destroyed.
Record: Insure all important events and secrets are properly recorded if possible.
Honesty: Never tell a lie, except in the most dire of circumstances.
Purify: Try to stop the spread of misinformation. Even innocent gossip could have terrible consequences.

Channel Divinity
When you take this Oath at 3rd level, gain the following two Channel Divinity options.

Secret of Steel: As an action you may cast Enhance using your channel divinity. You do not need to know the spell to cast it in this way. Gain advantage on the spell check when you cast it in this way. If you enhance a weapon, you may use the following modifiers as well.
Keen, -7: Slashing and piercing weapons perform a critical hit on a roll of 19-20. Cannot be used more than once.
Silvered, -4: Ignore the damage resistance of Fey and Fiends.

Expose Weakness: As a bonus action you may reveal the weak points of a single creature using your Channel Divinity. The target must be within sight. This reveals the target’s current hit points, damage resistances, immunities, vulnerabilities, and current AC bonus. Only you are aware of these numbers. When you activate this ability, choose a single damage type the target does not resist or is immune to. They are considered vulnerable to that damage until the end of your turn.

Aura of Knowledge
At 7th level you and all allies within 10 ft of you gain a +5 bonus to your passive perception and have advantage on insight skill checks. This increases to 30 ft at 18th level.

Secrets of the World
At 15th level you can use magic to unlock some of the greatest secrets the world has to offer. Learn the Green Connection spell, the Yellow Control spell, and the Blue Divination spell. This does give you access to the Green and Blue Colors if you did not have them already. If you already know one or more of these spells, you may learn a different spell of the same Color instead. In addition, learn a Rote based on each one of these spells.

Omniscience
At 20th level you can learn someone’s deepest secrets with a glance. You are considered to have an Expose Weakness effect constantly on and it triggers against every person you see. As a bonus action you may choose a different damage type to give a single target vulnerability to.

Ranger
Spells
This replaces all spells you can cast, including cantrips. At 2nd level gain access to either the Black, Green, or Red Color. Gain one spell of your choice from that Color. Wisdom is your magic modifier.
At 5th and 13th level learn a new Rote and at 9th and 17th level learn a new spell.

Ranger, Deathdealer Archetype
Deathdealers are superior bounty hunters, assassins, scouts, and archers. Consummate professionals, they can be found working on both sides of the law and both sides of their alignment. They use magic to work unseen and the paranoia of having a Deathdealer sent after them has caused more than one criminal to turn themselves in, rather than face the darkness.

Gloom Mantle
At 3rd level gain access to the Black Spectrum Color and learn the Shadow spell. If you already have access to the Black Color gain access to the Green Color instead and if you already know the Shadow spell learn two Shadow Rotes.

Shadowstrike
At 7th level your blows that come from the darkness are hard to predict and cut deep. While you have Shadow active, apply one of the following effects on a single attack you make with advantage.
Blinding: The enemy must make a Constitution save against your Shadow spell check or have disadvantage on attack rolls for 1 round.
Vulnerable: The enemy must make a Strength save against your Shadow spell check or take an additional +2 damage from slashing, piercing, and bludgeoning damage sources for 1 round.
Restrained: The enemy must make a Dexterity save against your Shadow spell check or have their movement reduced by 15 ft for 1 round.

Deadly Precision
At 11th level you’ve learned to target weak spots. You may add your Wisdom modifier to the damage roll of all attacks. Double this damage bonus on attacks made with advantage.

Endless Night
At 15th level the darkness has firmly fused to everything you are and everything you will ever be. Learn a Shadow Rote, taking 14 instead of 10. When you cast that Rote, it lasts until the end of your next Short Rest or you end it yourself as a bonus action. You no longer have a penalty on casting spells while Shadow is active.

Rogue, Arcane Trickster Spells
This replaces all spellcasting and the Mage Hand Legerdemain. At 3rd level gain access to the Blue Spectrum Color, learn the Telekinesis spell, and one other Blue spell of your choice. At 7th and 19th level learn a new Rote, and at 13th level learn a new Blue spell. Your magic modifier is Intelligence.

Versatile Trickster
This replaces Versatile Trickster at 13th level. As a bonus action you may cast Telekinesis to give yourself advantage on attack rolls against one target within sight until end of turn.

Rogue, Gadgeteer Archetype
Gadgeteers are inventors that magically craft incredible devices with ease. They have a solution for every problem, though at times their plans can be incredibly convoluted or reckless.

Gadget
At 3rd level you can craft complex gadgets. Gain access to the Yellow Spectrum Color and the following spell, Create Device. At 7th and 19th level learn a new Rote, and at 13th level learn the Enhancement spell. Your magic modifier is Intelligence.
Create Device
This crafts a handheld device out of pure magic. It lasts until the end of your next short rest and creating it requires a 1 minute ritual, along with a few pounds of any metal. The device simply stops working after your next short rest, meaning you can use the old device when crafting the new one. You may only have one device active at a time and it only functions for you. It has the same amount of hit points and damage threshold of the materials used to make it. For every 5 of your spell check, add one of the following additions to to your device.

Energy Blade: This light weapon deals 1d8 radiant damage as a melee touch attack, but does not add your ability modifier to the damage roll.
Grappling Hook: As a move action you may fire this small hook onto a wall, building, or even creature and it moves you to the notch point at a rate of 20 ft. You may dislodge the hook as a free action. It has a maximum range of 60 ft.
Pressurizer: This addition has five charges that cannot be regained until the device is reformed. You may spend 2 charges to produce a 15x15 ft radius with smoke, centered on yourself or you can spend 1 charge to launch a blast of intense air as a ranged attack that has a maximum range of 30 ft and deals 1d12 bludgeoning damage.
Scanner: As a bonus action this grants you advantage on your next perception check made to detect magic, traps, or hidden mechanisms.
Injector: This light weapon deals 1d6 piercing damage and may be loaded with poison as an action. Targets have disadvantage on saves made against poison delivered by this weapon.
Multitool: This addition can be treated as both thieves tools and a healer’s kit with unlimited uses.
Flachette Launcher: This addition has 40 charges. You may spend 1 charge to make a ranged attack that has a maximum range of 30 ft and deals 1d6 piercing damage or spend 4 charges to cover a 5x5 ft area with either caltrops or ball bearings.
Wonder: This addition can replicate the effects of any Red, White, or Blue spell without modifiers, though your spell check is made at -7. It can only do so once and automatically deactivates the device afterwards.

Modifiers
Backup, -6: You can create another device and have it active at the same time, though it only has a single addition.
Prototype, -2: Adds a new addition to your device, though after every use you roll a d20 and if it lands on 1, the device automatically deactivates. Using this ability more than once reduces your deactivation roll by -1.
Deadly, -5: Increases the damage dealt by this device by +2. Cannot be used more than once.
Rushed, -5: Reduces the amount of time you take to cast Create Device to a single action.

Gear Head
At 9th level your knowledge of machines and how they work is second to none. Gain proficiency in the Arcana skill and once between long rests you may re-configure your device with the different additions, though the total amount must remain the same as a bonus action.

Enhanced Device
At 13th level your devices grow considerably more useful. You may cast Enhancement as part of creating your device and when you do so it improves the base enhancement bonus to +2.

Wondrous
At 17th level you little machines are seemingly capable of anything. The Wonder addition can be used three times per device, no longer deactivates the device, and casts at a -5 penalty rather than -7.

Feats
The following feats may be taken by any character.

Spell Focus
Choose two spells you already know. Gain a +2 bonus when casting those Spells by non-Rote and learn a single Rote for either spell.

Rote Memorization
Learn any 4 Rotes of your choice.

Spectrum Magic Initiate
Gain access to a new Color of the Spectrum and learn a single spell from that Color. If this is the first Color you’ve gained access to, your magic modifier is Wisdom. If you already have a magic modifier, cast it using that modifier.

Spectrum Magic Disciple
Learn 2 spells belonging to Color(s) you already have access to. In addition, learn a single Rote for either of those spells.

Phantos_Argent
2017-02-22, 03:56 AM
Ardent
Hit Dice: 1d8 per Ardent level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Centurion level after 1st

Proficiencies
Armor: Light Armor.
Weapons: Simple Weapons.
Tools: Any one of your choice.
Skills: Choose two from Arcana, Insight, Medicine, Persuasion, and Religion.
Saves: Choose two from Charisma, Intelligence, and Wisdom

You start with the following items, plus anything provided by your background.

• (a) a Staff, Dagger, or Mace
• (a) Leather Armor
• (a) a Light Crossbow and 20 bolts or (b) any simple weapon
• (a) Chromometer or (b) Rune Stone

Alternatively, you may start with 5d4 x 10 gp to buy your own Equipment.



Level
Bonus
Rotes
Rote Bonus
Class Features


1
+2
2
+1
Spectrum Magic, Rotes, Flux Bolt


2
+2
2
+1
Rapid Casting


3
+2
2
+1
Spectrum Specialization


4
+2
2
+1
Ability Score Improvement


5
+3
2
+1
Rapid Casting


6
+3
3
+2



7
+3
3
+2
Spectrum Specialization


8
+3
3
+2
Ability Score Improvement


9
+4
3
+2
Spectrum Specialization


10
+4
3
+2
Skilled Magic 3/Short Rest


11
+4
3
+2
Chromerization


12
+4
4
+3



13
+5
4
+3
Ability Score Improvement


14
+5
4
+3
Spectrum Specialization


15
+5
4
+3
Skilled Magic 4/Short Rest


16
+5
4
+3
Ability Score Improvement


17
+6
5
+4



18
+6
5
+4
Rapid Casting


19
+6
5
+4
Ability Score Improvement


20
+6
6
+5
Spectrum Specialization



Spectrum Magic
At 1st level you gain the power to access and manipulate the Spectrum. Gain access to all six Colors and learn 2 spells of your choice. Learn an additional spell every other level. Your magic modifier is your choice between Charisma, Intelligence, or Wisdom. Once chosen, it cannot be changed.

Rotes
At 1st level you discover an inherent connection to the Spectrum. Once between long rests you gain 2 Rotes of your choice. You may switch these Rotes every long rest. For Rotes gained through this class, you add a +1 bonus to the 10 you initially take. Increase this bonus by an additional +1 and increase the number of Rotes you can prepare per long rest by +1 at 6th, 12th, 17th, and 20th level.

Skilled Magic
At 2nd level you can adapt Spectrum magic at will to create tremendous effects. Once per short rest you may cast one spell as if by Rote. This gains the standard Ardent Rote bonus.

At 7th level you may use Skilled Magic twice per short rest and instead use it to cast a single spell with advantage.

At 10th level you may use Skilled Magic three times per short rest and instead use it to cast a single spell that you do not know, but have access to the Color it belongs to.

At 15th level you may use Skilled Magic four times per short rest and instead use it to double the Ardent Rote bonus on a single spell.

Flux Bolt
Ardents are capable of drawing on the Spectrum without taxing themselves. At 1st level you may use a Flux Bolt, which is a very simple spell. Each Color has their own version, detailed below. You must already know a spell of that same color in order to use the Flux Bolt of that color. Casting this spell does not reduce your limit.

The standard version of the Flux Bolt is a ranged attack that deals 2d6 damage and has a maximum range of 30 ft. Its damage type is based on the Color used to cast it and has an improved version based on Color gained at 7th and 14th level. Add your magic modifier to the attack roll instead of Dexterity, but do not add a modifier to the damage roll.
Black: Deals necrotic damage. At 7th level it can make a critical hit on a roll of 19-20. At 14th level it can make a critical hit on a roll of 18-20.
Blue: Deals psychic damage. At 7th level you may add your magic modifier to the damage roll. At 14th level you may add your proficiency modifier to the damage roll.
Green: Deals thunder damage. At 7th level it can be used as a two-handed melee weapon with reach, adding your Strength modifier to the attack and damage rolls. At 14th level increase the damage of this weapon to 4d6.
Red: Deals fire or cold damage, chosen when you cast. At 7th level increase the range by +10 ft and gain a +1 bonus on the attack and damage rolls. At 14th level increase the range by +10 ft and gain a +1 bonus on the attack and damage rolls.
White: Deals radiant damage. At 7th level you may cast it as a bonus action. At 14th level when you cast it as a bonus action you may cast it twice.
Yellow: Deals force damage. At 7th level you gain advantage on the damage roll. At 14th level when you roll maximum damage for this spell you may cast it again as a Reaction.

Spectrum Specialization
At 3rd level you gain a single Spectrum Specialization, which represents the primary focus of your magic. Choose between Battle Mage, Primal Mage, or Spellshaper Mage. Each of these Specializations are detailed below the class.

Ability Score Improvement
When you reach 4th level, and again at 8th, 13th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Rapid Casting
At 5th level you can sacrifice your own energy to cast spells quickly. By moving one step down the Mana Burn track, reduce the casting time of one spell. Spells that require an hour instead take 10 minutes, spells that require 10 minutes instead take 1 minute, spells that require 1 minute instead take an action, spells that require an action instead take a bonus action, and spells that require a bonus action instead take a free action.

At 18th level this ability improves and when doing so reduces the casting time of spells by two steps instead of one.

Chromerization
At 11th level the Spectrum has left it’s mark on both your body and soul. You undergo a process known as Chromerization. Choose a single Spectrum Color. You have advantage on saves against spells of that Color and resistance to damage taken from spells of that Color. Inversely, you lose access to the opposing Color and are vulnerable to damage from spells of that Color. Black opposes White, Blue opposes Red, and Green opposes Yellow. If you know any spells of the opposing Color, lose them and learn different ones.

Chromerization also doubles your average life span, changes your eyes to match a pure version of your Color, and increases your magic modifier by +2. Increase the maximum amount your magic modifier can be to 22.

Battle Mage
Warfare is where the Battle Mage truly shines, whether that means assembling fortifications, blasting apart enemy troops, or empowering their allies is up to the Ardent. They have a natural grasp of both combats and tactics, able to fight both on their own and alongside fellow soldiers.

Combat Trained
At 3rd level you can fight even without magic. Gain proficiency with Medium Armor, Shields, and all Martial Weapons. Gain a bonus to your hit points per level equal to ½ your magic modifier, rounded down.

Destructive
At 9th level you can tear down enemy structures or the enemies themselves. You may add your Ardent Rote bonus to damage from spells. Double this damage bonus against structures.

Melded Tactics
At 14th level you can combine both magic and more traditional forms of combat. As part of an attack action you may make an additional attack. Instead of this extra attack, you may cast Blast, Repel, Evolution, Light, Drain, Curse, Enhancement, or Telekinesis. Doing so costs 2 points from your total Limit, instead of just 1.

War Master
At 20th level you command one of the most destructive forces imaginable. Learn the following spell. It is considered to be a Black, Green, or Red spell, chosen when you first learn it.
Torrent
Let loose a wild vortex of pure energy. Every round this spell is active, reduce your total Limit by 2. It cannot be cast if you are more than two steps down the Mana Burn track. It fills 10 5x5 ft spaces of your choosing. Those spaces must be touching and you may move them as a bonus action. Maintaining this spell always requires an action and the casting time cannot be modified with Rapid Casting.
Any character or object that comes in contact with the Torrent takes 12d12 fire damage on a failed Dexterity save against your spell check and half as much on a successful one. This damage can only be inflicted against a single character once per turn, regardless of how you move the Torrent.
Modifiers
Energy, -4: Changes the energy type from fire to cold, lightning, or acid. Cannot be taken more than once.
Wild, +2: Increase the damage to 12d20, but removes it from your control. Instead, you must maintain it until you drop to the third step of the Mana Burn track in which it dissipates. Ultimately controlled by the DM, it will usually go after fleeing targets and anything interesting to destroy. Cannot be taken more than once.
Focused, -5: Reduces the number of 5x5 ft spaces by 3, but increases the total damage by +12.
Magma, -6: For 1 round after you move the squares, the spaces they were last in count as difficult terrain that inflicts 1d12 fire damage to any character that starts their turn inside of them or moves into them. Using this modifier more than once increases the number of rounds they remain by +1.

Primal Mage
The Spectrum fills every molecule, every atom, every speck of life. Primal Mages see this as truth and gain an even greater understanding of the world. This knowledge is what allows their unique abilities to flourish.

Envoy of the Wild
At 3rd level you can ask for assistance from the world around you. Gain a constant Speak With Animals or Speak With Plants effect, chosen when you first gain this ability. Gain proficiency with the Survival and Handle Animal skills.

Envoy of Rebirth
At 9th level you can shift the speck of life in a being, causing it to grow or recede at will. Gain the following spell. It is considered to be a Green or Black spell, chosen when you first gain this ability.
Anima
This spell either fills a single target with pure life energy or drains it into you. Cast this spell as an action and it can be used one of two ways, either putting your own life energy into a target or draining their life energy into you. It has a maximum range of 60 ft and cannot be used against constructs. If the target ever moves out of range, the spell ends prematurely. If you wish to drain, the target must make a Constitution save equal to your spell check to avoid being afflicted by this spell.
When life is flowing into you, gain a number of hit points per round equal to their Constitution modifier and advantage on the first save you make per round. Conversely, they lose the same amount of hit points and have disadvantage on the first save they make per round. When granting someone life, you feel the negative effects while they feel the positive. You may reverse this flow at any point while the spell is active as a bonus action. It lasts for 1 round for every 4 of your spell check.
Modifiers
Poisonous, -2: The target still feels the negative effects for an additional round after the spell has ended.
Weakening, -4: Instead of the advantage/disadvantage effect applying to the first save per round, it instead applies to the first attack roll made. Cannot be used more than once.
Multiple, -8: This allows you to target an additional character when you cast this spell. This does affect how many hit points you regain per round.
Overflowing, -5: If you would gain more hit points than your total through the use of this spell, the excess become temporary and is lost when the spell ends. Cannot be taken more than once.

Envoy of the World
At 14th level you become a messenger for all that lacks one. You cease aging, can speak, write, and read any language. Gain a constant Speak With Animals and Speak With Plants effect. You may add your Rote bonus to all Charisma based skill checks.

Envoy of Balance
At 20th level you can manipulate balance on a cosmic scale. In a one hour ritual, you may place your mark on any remains. After you have caused the death of one or more creatures whose CR equals the target’s CR, they are immediately brought back to life. Doing so moves you one step down the Mana Burn track.

Spellshaper Mage
Spellshaper’s are natural creators, capable of forming magic in unheard of ways. They can utilize Colors together and form unique spells. Their knowledge, some dark and forbidden, grant them an inherent mastery over the Spectrum itself.

Novice Arcane Secrets
At 3rd level and beyond you start unlock the hidden potential of the Spectrum. Choose one of the following Secrets.
Overload: You may move one step down the Mana Burn Track to double the damage a single spell inflicts.
Focused Spectrum: You may reduce your spell check by -4 to roll any damage inflicted by the spell twice, taking the better result.
Critical Casting: When you roll a natural 20, all saves against it are considered to have failed and it doubles any damage inflicted.

Spell Duelist
At 9th level you can handle almost any foe in a contest of spells. Learn the Negation spell if you did not know it already, learning another one if you did. Twice between long rests you may immediately cast a spell with a casting time of one action or less after successfully using Negation.

Apprentice Arcane Secrets
At 14th level you can change how your very spells function. Choose one of the following secrets.
Triggered: Place an arcane mark on a single surface, cast a spell into it, and describe a single event that triggers the spell to be released, such as saying a specific word or a certain race walks into range of the mark. Only events within 30 ft of the mark can trigger it. The spell cannot have an effect longer than instantaneous if it target’s a living creature, such as the Red spell Charge.
Blood Magic: Whenever you would move a step down the Mana Burn Track you may instead take 1d6 Constitution damage and regain Limit equal to the amount of damage taken.
Chromatic Focus: Increase your Ardent Rote bonus by +2, but only when casting spells of the same Color you chose for Chromerization.

Master Arcane Secrets
At 20th level you’ve almost entirely become one with the Spectrum. Choose one of the following secrets.
True Knowledge: Increase the number of Rotes you can prepare from 6 to 10 and increase your Ardent Rote bonus by +1.
True Power: Increase your total Limit by +4 and when casting spells you may reduce it by two instead of one to add your Arden Rote bonus to the spell being cast. This can only be done for spells not being cast by Rote.



Centurion
Hit Dice: 1d10 per Centurion level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Centurion level after 1st

Proficiencies
Armor: Light Armor, Medium Armor, Shields
Weapons: Simple Weapons, Martial Weapons
Tools: None.
Skills: Choose two from Arcana, Athletics, Insight, Intimidation, Perception, Stealth, or Survival.
Saves: Choose one (a) Strength, Dexterity, Constitution and (b) Charisma, Intelligence, Wisdom.
You start with the following items, plus anything provided by your background.

• (a) Any martial weapon and any simple weapon.
• (a) Leather Armor and a Shield or (b) Medium Armor.
• (a) a Longbow and 20 arrows or (b) four daggers.

Alternatively, you may start with 5d6 x 10 gp to buy your own Equipment.



Level
Bonus
Class Features


1
+2
Combat Style, Spectrum Magic


2
+2
Spell Trick


3
+2
Chromatic Order


4
+2
Ability Score Improvement


5
+3
Combat Style


6
+3
Fleet


7
+3
Chromatic Order


8
+3
Ability Score Improvement


9
+4
Advanced Spell Tricker


10
+4
Combat Style


11
+4
Chromerization


12
+4
Ability Score Improvement


13
+5
Improved Fleet


14
+5
Ability Score Improvement


15
+5
Chromatic Order


16
+5
Ability Score Improvement


17
+6



18
+6
Chromatic Order


19
+6
Ability Score Improvement


20
+6
Arcane Strike



Spectrum Magic
At 1st level you gain the power to access and manipulate the Spectrum. Gain access to a single Spectrum Color and learn the Curse or Shadow spell if Black, Divination or Telekinesis spell if Blue, Connection or Weather Control spell if Green, Blast or Repel spell if Red, Life or Protection spell if White, Enhancement or Animation spell if Yellow. Learn an additional spell of the same Color at 6th, 11th, and 17th levels. Your magic modifier is your choice between Charisma, Intelligence, or Wisdom. Once chosen, it cannot be changed.

Combat Style
At 1st level you’ve been training in the art of combat for a very long time. Choose one of the following styles.

Defensive Style
Gain proficiency with Heavy Armor and you may treat Shields as bludgeoning melee weapons that deal 1d8 damage.
At 5th level you may attack with a Shield as a bonus action. If you do so, the hit target has disadvantage on the next attack roll or spell check they make the following round.
At 10th level you may attack with your Shield twice during the same bonus action. If you hit the same target twice, they have their movement reduced by 15 ft until the start of their next round.
At 15th level if an enemy fails to hit you with a melee attack, you may make a free attack with a Shield against them. This only works against the same enemy once per round.

Power Style
Reroll the first 1 on damage dice dealt by a heavy weapon once per round. When factoring your AC, you may replace the Dexterity modifier with your Strength modifier.
At 5th level you gain the ability to perform a Rending Strike with a heavy weapon. This adds your Proficiency bonus to your Strength Modifier when making a single attack and doubles your Strength Modifier on the damage roll of that attack. You may only perform a Rending Strike once per round.
At 10th level double the base damage dice of all heavy weapons and increase the reach of heavy weapons by 5 ft. This would change Glaive damage from 1d10 to 2d10.
At 15th level triple the base damage dice of all heavy weapons.

Precision Style
You may add your Intelligence modifier to the attack rolls of finesse, light, and ranged weapons instead of Strength or Dexterity. When factoring your AC, you may replace the Dexterity modifier with your Intelligence modifier.
At 5th level you add your class level to the damage dealt by finesse, light, and ranged weapons. Constructs are immune to this bonus damage.
At 10th level you score a critical hit with finesse, light, and ranged weapons on a roll of 19-20 and you may make an attack as your bonus action.
At 15th level you score a critical hit with finesse, light, and ranged weapons on a roll of 18-20

Skill Style
Gain a 1d6 Focus dice every time you make a successful attack roll. You may add that dice to either attack or damage rolls. This dice only lasts for 1 round. The maximum number of Focus dice you can have at one time is equal to your proficiency modifier.
At 5th level you may make one extra attack as part of your attack action.
At 10th level increase your Focus dice from 1d6 to 1d10.
At 15th level you may make one extra attack as part of your attack and increase your Focus dice from 1d10 to 1d12.

Speed Style
Gain a bonus to your Initiative checks equal to your magic modifier. Treat all Versatile weapons as Finesse weapons.
At 5th level you may make two attacks as a bonus action, but both are made with disadvantage.
At 10th level once per round if you make two successful attack rolls, you may immediately make another bonus action.
At 15th level you may perform the Disengage action as a bonus action and you may make four attacks as a bonus action, but all four are made with disadvantage.

Tempest Style
When you engage in Two-Weapon Fighting you may add your ability modifier to the damage of the second attack.
At 5th level you may make one extra attack as part of your attack action and you treat Finesse weapons as Light for the purposes of Two-Weapon Fighting.
At 10th level you may make an extra attack when attacking with a second weapon during Two-Weapon Fighting and you treat Versatile weapons as Light for the purposes of Two-Weapon Fighting.
At 15th level if you successfully strike a single target with two different weapons during the same turn, all further attacks you make against them that round deal +1d8 damage and have advantage.

Unarmed Style
You deal 1d8 damage with your unarmed attacks and may use either Strength or Dexterity for the attack and damage modifier. You may make an unarmed attack as your bonus action.
At 5th level increase the damage of your unarmed attacks to 1d10 and you may make an extra unarmed attack as part of your attack action.
At 10th level your unarmed attacks gain a +1 magical bonus and are treated as magic for the purposes of overcoming damage resistance and immunity. You may make two unarmed attacks as a bonus action.
At 15th level increase the magical bonus of your unarmed attacks to +3 and the damage of your unarmed attacks from 1d10 to 2d6.

Spell Trick
At 2nd level you learn a faster, but weaker version of a spell you already know. Choose one of the following tricks below. You must know the correspond spell. Using a Spell Trick counts as casting a spell and reduces your Limit. At 9th level either learn the Advanced version of a Trick you already know or a different Trick entirely.

Curse: You may cast Curse as a free action after making a successful critical attack hit against that target.
Curse, Advanced: Deal +1d10 damage with melee attacks against all targets who are suffering under a Curse spell cast by you.

Shadow: As a bonus action enchant your weapon with shadow. The next creature it hits takes +1d8 necrotic damage and must make a DC 17 Constitution save or be blinded for 1 round. You may only have one such enchanted weapon active at a time.
Shadow, Advanced: Increase the bonus damage of this trick to +2d8 and the Constitution save to DC 21.

Divination: Once per short rest after being targeted by an attack, you may cast Divination as a free action. Instead of answering a question the attack has disadvantage.
Divination, Advanced: The Divination Spell Trick now applies disadvantage to all attacks made by that attacker against you for the rest of the round.

Telekinesis: You may draw or load a weapon as a free action using Telekinesis. This can be done up to 20 ft away.
Telekinesis, Advanced: You may use the attack function of Telekinesis to make an additional attack as part of your attack function, but it is made with disadvantage.

Connection: As an action you may cast Connection. Instead of the regular effect, it creates a number of 5x5 ft squares of difficult terrain for every 4 of the check as vines and roots rise from the ground. It lasts for 10 minutes You ignore this difficult terrain.
Connection, Advanced: If you cast this spell on spaces where an entire creature is occupying, that creature must make a DC 20 Dexterity save or be restrained for 2 rounds and takes 1d10 piercing damage both rounds.

Weather Control: As an action you may cast Weather Control. Instead of the regular effect, it creates a temporary buffet of strong winds in one direction. Originating from you, the wind has a width of 60 ft and a length of 120 ft. Arrows and similar missiles being launched with the wind gain +2 damage. If being launched against the wind, they have disadvantage. It lasts 1 round for every 10 of your check.
Weather Control, Advanced: The Weather Control Spell Trick now lasts for 1 round for every 5 of your trick.

Blast: You may fire a Blast as a bonus action, but it is simply a ranged attack, not a ranged touch attack.
Blast, Advanced: Instead of performing the standard attack action you may cast Blast twice.

Repel: You may cast Repel as a free action, but if you do so it cannot be modified and you cast it with disadvantage.
Repel, Advanced: Lose disadvantage when casting Repel as a free action, but it still cannot be modified.

Life: When casting Life you may instead use it as a melee touch attack that deals an equal amount of radiant damage to undead as it would normally heal an ally.
Life, Advanced: Include Fiends and Chromatic Dragons to the list of creatures damaged by this Spell Trick.

Protection: You may cast Protect as a 10-minute ritual. If you do so, it provides a bonus to your AC equal to 1 for every 10 of your check, stacks with medium armor, and lasts until your next short rest.
Protection, Advanced: When you cast Protect as a ritual choose a single damage type. Gain resistance to that damage type while Protect is active.

Enhancement: When enhancing a weapon you may combine it with two additional weapons. As a free action, you may magically switch between them. When the spell ends, all three weapons come apart.
Enhancement, Advanced: Enhanced weapons count as magical and force for the purposes of overcoming damage reduction.

Animation: Reduce the base DC of the Animation spell to 10, but you may only use it to crate a war horse or pony.
Animation, Advanced: While riding a creature created add your magic modifier to all checks made to stay on it’s back or perform any riding trick, such as leaping onto another creature, jumping from rooftop to rooftop, or sliding underneath it to avoid a low set beam.

Chromatic Order
At 3rd level you join a specialized group of Centurions bound together by a common goal or creed. Choose the Order of the Spectrum, Order of the Blade’s Soul, or Order of the Warhound. Each of these is located below this class. Gain an additional Order ability at 7th, 14th, and 18th levels.

Ability Score Improvement
When you reach 4th level, and again at 8th, 13th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Fleet
At 6th level you’ve learned a new way to move across the battlefield using your inherent magical powers. Choose one of the following.
Flight: Gain 30 ft of flight speed. At 12th level this is increased to 60 ft.
Speed: Increase your base land speed by +25 ft. At 12th level this is increased to +50 ft and you may Dash as a bonus action once between short rests.
Warp: You may teleport 20 ft instead of making a standard movement action. At 12th level this is increased to 40 ft.
Limber: Gain a climb speed of 30 ft, a jump speed of 30 ft, and increase your base land speed by +10 ft. At 12th level increase the climb speed and jump speeds to 50 ft and the base land speed bonus to +20 ft.

Chromerization
At 11th level the Spectrum has left it’s mark on both your body and soul. You undergo a process known as Chromerization. Choose a single Spectrum Color. You have advantage on saves against spells of that Color and resistance to damage taken from spells of that Color. Inversely, you lose access to the opposing Color and are vulnerable to damage from spells of that Color. Black opposes White, Blue opposes Red, and Green opposes Yellow. If you know any spells or Spell Tricks of the opposing Color, lose them and learn different ones.

Chromerization also doubles your average life span, changes your eyes to match a pure version of your Color, and increases either your Strength or Dexterity by +2. This increases the maximum of your chosen ability score to 22.

Arcane Strike
At 20th level you’ve mastered melding magical powers with martial skill. Add your magical modifier to the attack and damage rolls of all attacks. In addition, once per long rest you may perform a Arcane Strike. This is a special attack that requires a bonus action to charge. It ignores all damage resistance, damage immunity, automatically ends any polymorphing effect, and stops the target from healing magically until their next long rest.

Order of the Current
Specializing in expanding their arcane powers, the Order of the Current uses their unique abilities to accomplish the feats others cannot. They combat terrifying monsters, imprison nefarious magi, and remove malignant enchantments.

Arcanist
At 3rd level years of magical study have payed off. Gain access to an additional Color and learn a single spell from that Color. In addition, become proficient in the Arcana skill. Learn an additional spell at 7th and 18th level. Gain access to an additional Color at 14th level.

Quick Spellwork
At 7th level you can cast quickly in the heat of combat. Learn an additional Spell Trick. It must correspond to a spell you know, even if you just chose that Spell this level. At 9th level gain it’s advanced version.

Arcane Veteran
At 14th level years of casting spells has payed off, allowing you to cast them from memory. Every time you cast a spell you’ve learned with this class, you may cast it as if by Rote. It cannot be modified with additions.

Spell Mastery
At 18th level you’ve gone beyond even what most devoted casters are capable of. Gain a +2 bonus when casting by Rote and once during a short or long rest you may switch a spell and Spell Trick that you know with another of the same Color.

Order of the Blade’s Soul
Crafting solid light is nearly impossible, but it is only the first test to join the Order of the Blade’s Soul. They believe that each weapon bears it’s own unique aura or soul, similar to it’s wielder but also separate. Only be crafting the weapon yourself and from the pure light of the Spectrum can you hear it.

Weapon of Light
At 3rd level you craft your first Light Weapon. It requires a 1-hour ritual and creates any kind of weapon you are proficient with. The weapon is made with a Color you have access to and you may only have one crafted at a time. This weapon cannot be damage and deals +1 damage based on the Color it is crafted from. Necrotic for Black, Psychic for Blue, Poison for Green, Lightning for Red, Force for Yellow, and Radiant for White.

Enchanted Light
At 7th level your Light Weapon becomes more powerful. It gains a +1 magical enhancement bonus and a unique enchantment based on a singular aspect of it. If a weapon has multiple properties you choose which of these enchantments it receives.
Light: The weapon deals +10 damage on a successful critical hit.
Finesse: Increase the reach of this weapon by +5 ft.
Throwing: It automatically returns to your hand after being thrown.
Heavy: You may reroll the damage dice from this weapon once, but you must take the second result even if it’s worse.
Versatile: When holding this weapon in one hand it gains +1 attack. In two hands, increase the damage bonus from Weapon of Light to +2.
Ranged: Creates ammunition of pure light, requiring no physical ammunition.
Reach: While wielding this weapon you are considered to threaten 10 ft of space for the purposes of making attacks of opportunity.

True Name
At 14th level your weapon has become sentient and thus requires a name. It’s magical enhancement bonus increases to +2 and you may summon or dismiss it as a free action. After you name it, the weapon can speak to you telepathically and knows your language. Personality aside, it is completely devoted to your interests as it is truly just another facet of your own soul. It can “see” out to a range of 30 ft and has a passive perception of 18.

Together As One
At 18th level you’ve learned to fight together in synchronization. It’s magical enhancement bonus increases to +3 and the bonus damage from Weapon of Light changes to +1d6. Three times between short rests when wielding your Light Weapon and an attack hits you despite your AC, you may make an attack roll and replace your AC with that roll.

Order of the Warhound
In civilized society the Spectrum is seen as a convenient tool for making life easier, providing sustenance or healing broken limbs. Soldiers who have seen it in battle know better. It is wild, destructive, and all consuming, regardless of Color. Warhounds know this for truth and have learned to embrace the Spectrum’s true nature.

Wild Spectrum
At 3rd level the Spectrum has already begun to modify your body. Gain darkvision out to 60 ft and choose a single Color you have access to. If you already have darkvision, double its current range. Gain an additional ability based on the Color you’ve chosen and your pupils change color to match it. This is your set Color for the Centurion class. When you gain Chromerization at 11th level you must choose this Color.
Black: Gain advantage on Constitution saves against poison.
Blue: Gain advantage on Athletics checks to swim.
Green: Gain the Scent monster ability.
Red: Gain advantage on Constitution saves against hot and cold environments.
White: You can go four times as long as normal without food, water, or a similar race appropriate sustenance.
Yellow: Increase your Passive Perception by +2.

Chrome Body
At 7th level your physical form starts to represent your chosen Color. Your blood’s color changes to match your place in the Spectrum as your physical self begins to transform. Choose one of the following effects from the list below.
Strength: Increase the damage dealt when wielding a weapon in both hands by +2 and gain advantage on strength checks made to lift objects.
Speed: Increase the damage dealt from ranged, finesse, and light weapons by +2 and gain advantage on Acrobatics checks made to avoid danger.
Endurance: Gain an additional 1.5 hit points per level and gain proficiency in Constitution saves.

Savage Heart
At 14th level your physical connection to the Spectrum manifests itself in a unique ability. Gain one of the following powers from the list below, decided by which Color you’ve chosen for Chromerization. Activate these abilities when you roll for initiative and using them lowers your Limit by 1 for every 4 rounds of combat. You may end them as a free action and activate them again as a bonus action. Outside of combat you may activate them as a bonus action, but they still reduce your Limit by 1 for every 24 seconds they remain active.
Black: The first target you hit with an attack per round must make a save equal to your attack roll or take 1d12 poison damage.
Blue: Instead of the regular damage dealt by your weapons, change it to psionic.
Green: Increase your natural armor by +2.
Red: You may use two bonus actions during the same round, but you lose your bonus action on the following turn.
White: Gain fast healing 2.
Yellow: Gain resistance to slashing, piercing, and bludgeoning damage.

Full Chromerization
At 18th level your body has completely acclimated to the effects of Chromerization. Your hair becomes a shade of your chosen Color and small burrs of solid light burst through your skin. You cease aging and become immune to spells of your chosen Color. Increase either your Strength or Dexterity by +2, and your Constitution by +2. The maximum for all three is increased to 24.