Drafter (5e Class)

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Drafter

You have been blessed with the ability to Draft light, whether it be green, blue, sub-red, or any other color within the light spectrum (and some other ones too) you use your will to Draft, think how this affects your character. This Class Is Intense And Complex Play At Your Own Risk

The World Of Drafters

A lone man stands atop a grassy hill, his green eyes closed, an army marches slowly towards him. He opens his eyes, green light flooding him, he starts drafting green Luxin , a wild surge of freedom surges through him, surrounding himself in Luxin he now stands at 10 ft, He starts the army turns to run but it's too late he's gone Golem. A violet eyed woman is being followed down an alleyway by an intimidating figure half way down he's sliced cleanly in half by an invisible wire.

Creating a Drafter

Drafter.jpg


Quick Build

You can make a Drafter quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution. Second, choose the Acolyte background. Third, choose a longsword, an Explorer's Pack, and Padded Armor

Class Features

As a Drafter you gain the following class features.

Hit Points

Hit Dice: 1d8 per Drafter level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Drafter level after 1st

Proficiencies

Armor: Light, Medium
Weapons: Simple Melee Weapons and Martial Melee Weapons
Tools: Mason's Tools and Dice Set
Saving Throws: Wisdom, Constitution
Skills: Choose two from from Perception, Persuasion, Survival, and Stealth

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) One Martial Weapon or (b) Two Simple Weapons
  • Spectacles Of Drafting colors
  • (a) An Explorer's Pack or (b) An Entertainer's Pack
  • (a) Leather Armor or (b) Padded Armor or (c) Half Plate Armor
  • If you are using starting wealth, you have 7d4 x 5 in funds.

Table: The Drafter

Level Proficiency
Bonus
Features Drafting Sickness Limit Held Luxin Size Blade Coating damage Drafting Damage
1st +2 Chromatic Heritage, Drafting Points, Spectacles 100 0ft by 0ft 0d0 1d
2nd +2 Held Luxin, Fighting Style 150 5ft by 5ft 0d0 1d
3rd +2 Luxin Armor, Color feature,Blade Coating 150 5ft by 5ft 1d4 1d
4th +2 Ability Score Improvement 200 5ft by 5ft 1d4 1d
5th +3 Experienced Drafting 200 5ft by 5ft 1d4 2d
6th +3 Chromatic Expansion, Held Luxin Increase 250 10ft by 10ft 1d6 2d
7th +3 Color Feature 250 10ft by 10ft 1d6 2d
8th +3 Ability Score Improvement, Chromatic Acceleration 300 10ft by 10ft 1d6 3d
9th +4 Chromatic Expansion 300 10ft by 10ft 1d8 3d
10th +4 Color Feature, Held Luxin Increase 350 15ft by 15ft 1d8 4d
11th +4 Developing Chromatic Being 350 15ft by 15ft 1d8 4d
12th +4 Ability Score Improvement, Color Feature 400 15ft by 15ft 1d10 5d
13th +5 Overwhelming Will 400 15ft by 15ft 1d10 5d
14th +5 Grown Chromat, Held Luxin Increase 450 20ft by 20ft 1d10 5d
15th +5 Chromatic Enhancement 450 20ft by 20ft 1d12 5d
16th +5 Ability Score Improvement, Color Feature 500 20ft by 20ft 1d12 6d
17th +6 Master Drafting 500 20ft by 20ft 1d12 6d
18th +6 Color Feature, Held Luxin Increase 550 25ft by 25ft 2d12 6d
19th +6 Ability Score Improvement 550 25ft by 25ft 2d12 6d
20th +6 Color Feature, Ascendant Chromatic Being 600 30ft by 30ft 2d12 7d

Chromatic Heritage

You are born as a drafter and can take light and make it a physical object. Most often this is manifested as projectiles. There are 7 draftable colors, not counting those that are hidden outside the spectrum, these include Sub-Red, Red, Orange, Yellow, Green, Blue, Super-Violet. The benefits of these colors (and downsides) are listed at the end of this class description. You determine whether you're a (2)Mono-Chrome, (3)Bi-Chrome, (4)Three Color Poly-Chrome, (5)Four Color Poly-Chrome, (6)Five Color Poly-Chrome, (7)Six Color Poly-Chrome, or a (8)Full Spectrum Poly-Chrome by rolling a 1d8 re-roll 1s. Roll a d20 with a DC check of 10, advantage if character is female and disadvantage if character is male, this determines if you're a Superchromat, allowing you to make perfect Yellow the strongest Held Luxin, rules for this are laid out in Yellow. monochromes: Drafters who can draft only one color. (See ‘bichromes’ and ‘polychromes.’) bichrome: A drafter who can draft two different colors. near-polychrome: One who can draft three colors, but can’t stabilize the third color sufficiently to be a true polychrome. polychrome: A drafter who can draft three or more colors.

Spectacles

You must strain out light from the world around you to Draft, the best way to do this is to wear Spectacles. You start off with Spectacles for whatever light you Draft, switching between these is an interaction. If one is broken or stolen you can spend 100 GP (Adjust if necessary DMs') to make a new set.

Drafting Points

As a level 1 drafter you can cast as many spells in a day as you want, you do run the risk of drafting sickness when you draft over 100 points in a battle,but you do have a finite amount of casting for your character has minimum 10,000 drafting points, plus 10d100. This might seems like too much but when you expend all of these points you break your Halo. There is a unique list of spells for each color. As a male character add 1d100. Your Drafting ability is 10+Wisdom Mod+Con Mod and Draft mod is Wis Mod+Proficiency To Draft Luxin you have to be wearing your Spectacles or be able to see an item the same color as you can draft, you must also be in bright or normal light.

Drafting Sickness
If you draft over 100 drafting points in an encounter you will begin to feel sick and are unable to attack, to end this effect you must take an action to disperse the Luxin in your body, after doing so you will be stunned with a DC 15 Constitution check for 30 Seconds. Your Drafting Limit will increase every two levels by 50 points, 2nd 150, 4th 200, 6th 250, 8th 300, 10th 350, 12th 400, 14th 450, 16th 500, 18th 550, 20th 600.

Breaking The Halo

When you spend all of your Drafting Points you break your Halo. You're alignment changes to chaotic neutral, you gain a permanent madness from the following list, take one of your colors madness, and your emotions are controlled by your Luxin. It also causes your character after a month to be classified as an aberration as you have replaced your body with Luxin only Monochrome non superchromat Y ellows and Reds can't do this successfully. Color Wights are horrifying monsters who look at the world through their colors and their colors only. After a year you perfect your transformation and are a full Color Wight you can be around society but will still be shunned and mad.

Super-Violet Superiority Complex
You must be on top, no one can do better than you. And if they do you'll put a stop to them permanently.
Blue Order Complex
You have the worst case of Obsessive-Compulsive Disorder (OCD) everything must be in order, anything unsymmetrical must be destroyed or fixed.
Green Dominion of Desire
You've given into your cardinal desires, no one prevents you from reveling in your joy.
Yellow Sloth Stage
You have little desire to do anything besides draft and think.
Orange Hoarding Complex
You begin to collect a horde of anything valuable and begin to go deeper into your creative talent.
Red Rage
You cannot stand the sight of another living creature and you'll do your best to burn them out of existence
Sub-Red Destructive Desire
You want everything you can out of life, anything intense you have to have, to the point that you'd burn down the world for a quick adrenaline high.
Paryll Obsessive Protection
A single person becomes your obsession you have to keep them out of harms way and protect them at all times.
A note on the Halo
As a drafter you absorb light through your eyes and so the Luxin gathers there and slowly fills your eyes. Once this expands past your Iris into the Sclera you can no longer resist the call of your color driving you mad and causing you to replace pieces of their body with pure Luxin.
Wight 1.jpg
Wight 2.jpg





















Drafting in Tandem

When Drafting it's important to note that you can draft more than one color at a time ie: as an action you Draft a hollow Blue Spear and fill it with Yellow and next turn you throw it at an enemy and it would explode on contact.

Held Luxin

At level 2 you can, using 10 Drafting Points, make a solid block of Luxin of any shape not exceeding 5ft by 5ft which will last 1d4+1 months with some variations as listed below, will remain indefinitely in total darkness,some Luxins are not solid however this does not mean that others are useless, Sub-Red and Red are highly Volatile while Orange is very slippery and completely inflammable as a non Superchromat Yellow can be used in torches and fireworks (for example). You can also simply blast people with a shard or blob of Luxin as detailed in the colors. You have to be in contact with the Luxin to change it's form. This increases by 5ft at 6th, 10th, 14th, 18th, and 20th levels.

Super-Violet
No change to Held Time
Blue
Add +1 to Held Time
Green
Add 4d4 months to Held Time
Yellow
If drafted perfectly add 10d8 years to Held Time if drafted in liquid from it dissipates upon contact with air unless held held imperfect in contact with air has a Held Time of 1d4 minutes if not in contact 1d4 months
Orange
No Change to Held Time
Red
No Change to Held Time
Sub-Red
Explodes on contact with air No Change to Held Time

Fighting Style

Your practicing has paid off you're now proficient in one of the following fighting styles.

Archer
You gain a +2 to attack rolls made with ranged weapons
Defense
While wearing armor gain +1 to AC
Dueling
While you are wielding a melee weapon in one hand and no other weapons, you gain a +2 to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the Attack roll. You must be wielding a Shield.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack.

Luxin Armor

At 3rd level after many hours of practice and great exertion of will you can make armor out of luxin this is equal to 10+Wisdom Modifier+Constitution Modifier, this costs 1 drafting point to create and 2 to Hold making it Light armor and equipment weighing 5 pounds, Spend an additional 2 points to make this Medium and the AC is 12+Wisdom Mod+Constitution Mod if held weighs 10 pounds, Spend an aditonal 4 to make this Heavy and the AC is 13+Wisdom Mod+Constitution Mod if held weighs 15 pounds.

Note: because of the many hours of practice and it having a piece of your will infused in it this item does not break or give away over time. It only loses form if you die (double hit points). If that does happen one needs to take 8 hours to create another for the same amount of points.

Blade Coating

At 3rd level as a bonus action use 2 Drafting Points to coat your blade in one of your Colors Dealing 1d4 of the associated none Physical Damage (ie: Fire, Lightning, Poison, or Force) This increase to 1d6 at 6th level, 1d8 at 9th level, 1d10 at 12th level, 1d12 at 15th, and 2d12 at 18th level.

Ability Score Increase

When you reach 4th level, and again at 8th, 12th, 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. This can also be used to learn a Drafting ability or gain an additional 5d100 Drafting Points

Experienced Drafting

At 5th level you have now begun to master the art of drafting, using drafting abilities of third level or lower cost half the normal drafting points rounded down to a minimum of 1.

Chromatic Expansion

At 6th level if you're a Mono-chrome or Bi-Chrome gain another Color within one slot of your current color (ex: Blue can learn green but a red can't) if you're a Poly-Chrome then gain an ability one level higher than your current level

Chromatic Acceleration

At 8th level your body has accepted the Luxin residue left over from drafting and put it to use, accelerating the rate at which you move and draft. Gain a bonus action once per long rest.

Chromatic Expansion

At 9th level if you're a Bi-chrome or Three Color Poly-Chrome gain another Color within one slot of your current color (ex: Blue can learn green but a red can't) if you're a Four or higher Poly-Chrome then gain an ability one level higher than your current level

Developing Chromatic Being

At 11th level your body starts to supplement your diet with Luxin. You require half the food and water you did before and Long rest take half as long.

Overwhelming Will

At 13th level as a drafter your will is how you draft, this is how you create physical objects out of light. You gain advantage on Intimidation rolls and your Luxin creations last twice as long.

Grown Chromat

By 14th level you've become an extremely skilled Drafter and know how to make the most of your light, you can now cast in dim light.

Chromatic Enhancement

By 15th level your body has fully adjusted to the copious amounts of Luxin within you and is fueling your body with it. Gain another action.

Master Drafting

By 17th level you've all but mastered the ability to Draft all abilities below this level cost half of the normal Drafting Points to a minimum of 1.

Ascendant Chromatic Being

At 20th level you have Ascended to new heights and your body no longer requires sustenance and doesn't age. If you have reached level 20 without breaking the Halo it is safe to do so now and when you do you augment your body further giving you an unlimited drafting pool.

Colors

After finding out how many colors you have you'll need to know what they are, Full Spectrum Poly-Chromes have all of the normal Seven Colors meaning A full Spectrum can't have Parryll. So to find out you'll roll 1d8, (A Super-Violet can choose Yellow and a Yellow can choose Super-Violet) (1)Paryll (2)Super-Violet (3)Blue (4)Green (5)Yellow (6)Orange (7)Red (8)Sub-Red.

Paryl
Poison Damage/See Through Non-Metalic Objects, Extreme Empathy towards other people
Sub-Red
Fire Damage, passionate in all things.
Reds
Fire(Explosive) Damage, the quickest to anger and are similar to Sub-Red's are very passionate
Orange
Unblockable/Slashing Damage, creative, charismatic, emotive, manipulative, and artistic, often spending their time painting or creating works of art.
Yellow
Fire Damage/Restores Other Luxins, clear thinking, smart, wonderful liars, cheerful, and lazy
Green
Force/Bludgeoning Damage, wild, free, and lustful the most rebellious of all the colors
Blue
Piercing/Force Damage, Logical, emotionally disconnected, slave to Order, Serve laws more than men
Super-Violet
Unblockable/Piercing Damage, Ironic, Sarcastic, Blunt, Prideful

Super Violet

The highest spectrum Color, Super-Violet causes brutal rationality and clears away all emotion when being used, it's useful for setting traps and tracking opponents.It's physical form of Super-Violet Luxin is a stringy, wispy, type of Luxin it can be hardened and wrapped into blades. As a Monochrome of this Color you halve costs of using these abilities and spells, and when available you also learn an extra ability and spell.

Super-Violet Luxin

Superviolet Luxin, or Spidersilk
A thin and light substance which is invisible to most non-Superviolet Drafters. Due to its invisibility it is often used in cryptography, “magical-slight-of-hands,” and for manipulating the hidden controls built into most Luxin-based infrastructure, such as on the Jasper Islands and in the capitals of each Satrapy.
Variants
Depending on the skill, will, or superchromacy of the drafter, Superviolet Luxin can be made hard; like pinpricks or needles, or quite soft; gel-like, almost gaseous. These gaseous forms are often used to manipulate the Superviolet controls throughout the Chromeria or to create “tracks” for other Luxin projectiles to follow, while the harder forms are used to create diversions by pricking people, especially in or around their eyes.

(Somethings don't match up with lore due to functionality issues)

Super-Violet Proficiency

As a drafter in this color you have Darkvision and you gain Proficiency in one of the following Investigation or Insight you already have proficiency in Calligrapher's Tools

Super-Violet Drafting

You know the Super-Violet Shard cantrip

Super-Violet Shard
You warp a large amount of minuscule strings together this deals 1d4+1 damage and cannot miss. Damage increases 1d6 at 5th, 8th, 10th, 12th, 16th, and 20th level.

Additionally at 1st level you can cast one of the following spells

Trace
Using 1 Drafting Point you can attach a string of Super-Violet to an enemy. Gain advantage on attacks until the creature dies.
Muffle
Using 2 Drafting Points you create an soundproof bubble around you. Gain advantage on Stealth checks.
Garrote Wire
Using 1 Drafting Point you make a thin invisible wire that can be used to strangle unaware opponents Dex check against your Drafting Abiliy deals 3d4. Increases 1d4 damage for every level above 3rd
Darts
Using 1 Drafting point you can draft a single Super-Violet Dart deals 2d4 with a range of 60ft, increases damage 1d4 damage every level above 3rd

Super-Violet Abilities

At 3rd level you gain abilities similar to the Warlock's Eldritch Evocations you have one.

Thinking Outside the Box
Your strange way of thinking helps you figure out locks and the mechanisms within traps. Gain proficiency in Thieves' Tools
Strengthened Strings
You can use Held Luxin to make 50ft of silk rope. This is invisible and can hold 500 lbs.
Knife In the Dark
Using 3 drafting points you can make a blade out of Luxin ignores AC dealing 2d4 damage, single use. Increases 1d4 every level above 5th.

Super-Violet Hearing

At 7th level you have discovered a way to craft Super-Violet hearing enhancement you have advantage on perception(hearing) checks, as well as being able to hear double normal distance.

Super-Violet Drafting

At 10th Level you gain another spell out of either the previous list or the following one

Super-Violet Trap
Using 4 Drafting Points you can as an action you can place an invisible super violet trap on the ground that when triggered causes a creature to make a Dex check against your Drafting Ability on a fail become restrained
Super-Violet Shatter Disc
Using 3 Drafting points you can create a disc that deals 4d12 damage and shatters on impact. Increases 1d12 every 2 levels above 10th
Super-Violet Cuffs
Using 3 Drafting points you create a pair of cuffs that can restrain a creature if put onto them

Pins and Needles

At 12th level using 2 Drafting Points you can as a reaction Draft a few small needles and shoot them into the attacking creatures face. The attack fails and you can take an opportunity attack.

Super-Violet Dart Cloud

At 16th level using 12 Drafting Points as an action you can create a cloud of Luxin Darts with a range of 100ft any creature within 15 ft of the landing Dex check against you Drafting ability, on a fail take 6d10 damage and on a success take half as much.

Super-Violet Abilities

At 18th level you learn one more Super-Violet Ability from the list above or one of the following abilities.

Super-Violet Stealth
When using the muffle spell you have double proficiency on stealth checks
Super-Violet Accuracy
Using 4 Drafting Points you can draft an improved version of the Trace spell gaining an instant hit on a creature this destroys the trace
Super-Violet Master
All drafting done with Super-Violet cost half of the normal Drafting Points

Super-Violet Sword

At 20th level using 5 Drafting Points you can as an a action using 10 Drafting Points you can draft a Super-Violet Sword that deals 10d12, single hit.

Blue

The Second highest spectrum Color, Blue is a logical, solid, and cold Luxin, it causes these same feelings when used. Blues are the most efficient of the Colors. Blue makes the best armor and shields +1 AC when using either Luxin Shields or Armor. Blue Luxin is the most solid of all the Luxins. As a Monochrome of this Color you halve costs of using these abilities and spells, and when available you also learn an extra ability and spell.

Blue Luxin

Blue Luxin, or Frostglass
is a brittle substance. When drafted well is smooth and can be very sharp, making for excellent weaponry or projectiles. Even when poorly drafted it is a more than suitable armament, although it will have a tendency to flake apart, leaving chalky residue all around.

Blue Proficiency

As a Drafter in the Color you gain proficiency in one of the following Arcana, History, or Religion. You have proficiency in an instrument.

Blue Drafting

You know the Blue Luxin Spear Cantrip

Blue Luxin Spear
You Draft Blue Luxin into your palm and blast out in a sharp spearlike shape, this deals 1d6 Piercing Damage the range is 40/60ft. Damage increases 1d6 at 5th, 8th, 10th, 12th, 16th, and 20th level.

Additionally at 1st level you know one of the following spells

Blue Luxin Sword
As a bonus action using 4 Drafting Points you can summon a Dagger, a Short Sword, or a Long Sword. This has 12 uses
Blue Luxin Slicers
As a Bonus action using 2 Drafting Points you Draft three Blue Luxin Shards that are incredibly sharp, their range is 40/60 on a hit the creature take 3d4 damage and must make a DC 12 Constitution check or begin bleeding out taking an additional 1d4 damage per turn.
Blue Luxin Armor Spikes
As an action using 6 Drafting Points Blue Luxin spikes expand out of your body in various places, creatures that hit you have to make a Dex check against your Drafting Ability, these act as your armor Ac is 10+Wisdom Mod. On a fail take 2d6 damage and on a success take half as much. These last 5 Minutes(50 turns), Damage increases 1d6 at 5th, 8th, 10th, 12th, 16th, and 20th level.

Blue Abilities

At 3rd level you gain abilities similar to the Warlock's Eldritch Evocations you have one.

Cold Hard Logic
Your Logical mind gives you a love of order and process. You gain proficiency with Tinker's Tools.
Sharper Weapons
When attacking with a Blue Luxin Weapon add a d4 to the damage.
Accelerated Projectiles
All Blue Luxin spells with a range, this includes throwing Blue Luxin Swords, have double range.

Blue Bones

At 7th level the Blue Luxin created within your body has harden onto your bones making you harder to break. Take half fall damage and you have resistance to bludgeoning damage

Blue Drafting

At 10th Level you gain another spell out of either the previous list or the following one

Blue Luxin Maelstrom
Using 10 Drafting Points you can as an action draft a perfectly symmetrical wall of Blue Luxin Shards. This counts as full cover, you can move while this is active, and as an action you can shoot these forward in a 15ft cone forcing creatures within the radius to make a Dex check against your Drafting Ability dealing 5d6 damage on a fail and half as much on a successful one
Blue Luxin Ballista Bolt
Using 6 Drafting Points you can as an action launch a giant bolt out of your chest with a range of 300/600ft and deals 8d6 damage
Blue Luxin Shard Swarm
You Draft hundreds of tiny Blue Luxin shards and shoot them out in a 15ft cone in front of you. Creatures inside must make a Dex save against your drafting ability, on a fail take 6d4 damage with a DC 15 Constitution check on a fail take an additional 1d4 damage per turn, on a success on the Dex check take half as much.

Vicious Retaliation

At 12th level when creatures miss an attack on you, your logical mind allows you to make an opportunity attack.

Blue Luxin Shard Terrain

At 16th level you can as an action using 12 Drafting Points cause Blue Luxin Shards to rise out of the ground of any adjacent square to you. The afflicted ground is difficult terrain and cause 6d6 damage for every square creatures pass through

Blue Abilities

At 18th level you have further gained abilities due to your Blue Drafting

Superior Logic
Your Blue Drafting has further increased your logical mind gain double proficiency on Tinker's Tools and your musical instrument.
Mobile Fortress
When using Blue Luxin Maelstrom you cannot be hit by Area of Effect attacks and you cannot be moved by attacks.
Blue Drafting Master
All drafting with Blue costs Half the Normal Drafting Points

Blue Luxin Wall

At 20th level you can as an action spend 25 Drafting Points to create a massive Blue Luxin wall that's 15ft across, 15ft tall, and 5ft wide, it cannot be broken by force it disappears in the same manner as all held Luxin.

Green

3rd Highest on the spectrum Green is a springy solid luxin that can bend and be used as joint's in machines, it's also the wildest of all the colors followed closely by Red or Sub-Red, also greens have a tendency to be very sexually agressive. You must be careful when drafting Green as it grows more and more desirable to draft as a battle progresses. As a Monochrome of this Color you halve costs of using these abilities and spells, and when available you also learn an extra ability and spell.

Green Luxin

Green Luxin, or Godswood
A rough, but springy, substance employed in a wide variety of uses. In construction, it is used to allow buildings to “give,” or to sway a bit in the wind, which allows them to stay upright for hundreds of years without falling. In warfare, they can be used to create projectiles, mediocre swords, and even to go Green Golem, a state where the drafter envelopes their entire body in Held Green Luxin and uses it as battle armor.
Variants
Depending on the skill or intent of the drafter, it can range from having a simple grain like leather does, to feeling like tree-bark. Different shades of green produce differing degrees of rigidity or flexibility as needed. Superchromat drafters of Green, or those with great deals of will and brute magical strength, can force Green to be more akin to other Luxins; hard like Blue (good for construction or combat), or soft, even fluid, like Red (good for going Green Golem or for making non-lethal projectiles).
Held Green Luxin
Green Luxin takes a great deal of time to return to light, even when unsealed, unless a Drafter forces it back into light early, in which case it will almost instantly disappear in a green flash. Green Luxin also leaves a great deal of residue behind, littering the ground in patterns like pine-needles, and giving off a strong scent of fresh cedar and resin.

Green Proficiency

As a Drafter in this color you are proficient in one of the following skills Animal Handling, Nature, or Survival, you are proficient in Herbalist kit

Green Drafting

You know the Cantrip Green Luxin Ball

Green Luxin Ball
You draw liquid Green Luxin into your hands creating a ball, this knocks you back 5ft and deals 1d6 Bludgeoning damage with a range of 60ft. Damage increases 1d6 at 5th, 8th, 10th, 12th, 16th, and 20th level.

Additionally at 1st you know one of the following spells

Green Luxin Shafts
As an action using 3 Drafting Points you can Draft Green Luxin Shafts that deal 1d8 Piercing Damage in a range of 5ft in front of you with a dexterity check against your Drafting Ability, you can chain this by spending 3 more Drafting Points to cause this effect to expand 5ft forward as a cone and forcing another dexterity check each time you do this, to a max of a 20ft cone.
Green Luxin Leg Springs
As a bonus action using 4 Drafting Points you touch a willing creature and draft Green Luxin leg supports halving damage from falls and adding 5ft to your speed and jump height, these last for 5 minutes
Green Luxin Grass Blades
As an action using 2 drafting points you can create in an unarmed hand a Green Luxin blade that deals 1d6 slashing damage, you can also as a bonus action use 1 Drafting Point to launch the blade from your hand it has a range of 30ft.

Green Golem

As a Green Drafter you can give into your color with relative safety, becoming a Green Golem take two turns and cost 80 Drafting Points to become a Golem. Your upkeep to stay in this form you spend 40 Drafting point per turn. As a Green Golem you can only draft Green and all Green attacks do double damage, you are Giant (Meaning you also get Giant Strength), your normal physical attacks deal 2d12 Bludgeoning damage, you are impervious to damage, can use a reaction to launch projectiles that hit you at an enemy, and have 4 reactions. After leaving Green Golem you have Drafting Sickness

Green Abilities

At 3rd level you gain abilities similar to the Warlock's Eldritch Evocations you have one.

Nature's Knowledge
As a Green Drafter you have an inherent understanding of Nature and the wilds, you've taken the time to understand it's deadlier aspects. Gain proficiency in Poisoner's Kit.
Siege Engine
While in Green Golem all Green Drafting costs are halved including upkeep.
Thicker Shafts
When using the Green Luxin Shafts your initial Drafting is a 10ft cone and maxes out at 30ft instead of 20ft.

Natural Flexibility

At 7th level you have double proficiency in Acrobatics and can fit in spaces meant for small creatures.

Green Drafting

At 10th Level you gain another spell out of either the previous list or the following one

Green Luxin Logs
You can as action use 6 drafting points to create a 5ft wide 15ft tall pillar within 30ft of you.
Exponential Growth
You can use 3 drafting points to cause any piece of Green Luxin to cause it to expand triple it's size this does not retain it's shape, becoming a large cylinder or sphere your choice.
Green Luxin Exo Suit
As an action using 12 Drafting Points you draft a framework of Green Luxin on your upper body and claws on your hands. You gain a climb speed equal to your walk speed and if used in tandem with Green Luxin Leg Springs gain 10ft to jump height and speed.

Green Luxin Cocoon

At 12th level as an action using 20 Drafting Points you curl up in a defensive ball and Green Luxin stalks surround you their AC is equal to you Drafting Ability and it has 20 HP

Green Luxin Forest

At 16th level you can as an action using 12 Drafting Points cause Green Luxin Stalks to rise out of the ground of all adjacent squares to you. The afflicted ground is difficult terrain and if you spend an additional 12 Drafting Points these stalks produce spikes, all creatures take 6d6 damage for every square moved through.

Green Luxin Abilities

At 18th level you have further gained abilities due to your Green Drafting

Friendly but Unhinged
Your demeanor makes you a friendly and somewhat intimidating figure. Gain proficiency in both Persuasion and Intimidation if you already have these double them.
War Beast
When Drafting AOE effects the area is doubled and there is no longer an upkeep on the Green Golem
Force of Nature
Your will and Drafting Ability have allowed you to become an unstoppable force Difficult terrain no longer affects you and you cannot be pushed back by any effect.

Green Luxin Explosion

At 20th level as an action using 40 Drafting Points you draw into yourself a massive amount of Green Luxin then eject it outwards in every direction any creature within 10ft of you in any direction, including up, makes a Dex Save against your Drafting Ability on a fail take 20d6 damage and half as much on a pass.

Yellow

The center of the spectrum, Yellow restores other luxins keeping them solid longer, indefinitely if used properly, it helps the user think clearly usually leaving them far more intelligent but it does leave the user very lazy.

Yellow Luxin

Yellow Luxin, or Brightwater
Like bubbly, effervescent water, and will flashboil back into light upon contact with the air unless held. In its liquid form it is used to created beautiful fireworks, explosives, torches, and many other disposable incendiaries. In its solid form however, it becomes the most stable and solid of all Luxins.
Variants-Liquid
On Jasper Island Yellow Drafters would walk through the streets in times of celebration and send forth into the air a wondrous webwork of bright lights and fireworks that would attract visitors from all across the Seven Satrapies just to see it. Being so unstable, it also makes for excellent Luxin Torches, because it constantly bleeds back into light at a rate quick enough to produce good light to see or even to draft by. For these same reasons it is also used in warfare, especially by bichromes, because Yellow Luxin supplements other Luxins. Indeed, a Blue-Yellow Bichrome could fill Blue projectiles with Yellow Luxin which would explode upon impact. Yellow Luxin is also used often in the maintenance of Luxin structures, because Yellow Luxin will naturally replenish all other forms of Luxin, which would otherwise slowly break down & bleed back into light over time. Massive vats of Yellow Luxin are stored beneath each tower at the Chromeria, which shoot up each tower like water through the stalks of plants, wherein the Yellow Luxin is absorbed by the towers themselves, leaving the Chromeria healthy and strong.
Variants-Solid
Besides the myriad uses liquid Yellow has, Superchromat Drafters can create a solid form of Yellow, which is incredibly difficult to make even for them. Despite this, the end result is an incredibly hard Luxin, and also the most stable. Unlike liquid Yellow, solid Yellow Luxin bleeds back into light at the slowest rate of any Luxin, and requires the least amount of liquid Yellow to maintain. Yellow Tower, Brightwater Wall, and the Golden City are made mostly or entirely of Yellow Luxin, and are considered marvels of the world because of it, since solid Yellow Luxin is so incredibly difficult to draft, especially on a massive architectural scale.

Yellow Proficiency

As a Drafter in this color you are proficient in one of the following skills Medicine, Investigation, or Persuasion. You have proficency in Weaver's Tools.

Yellow Drafting

You know the Flashboil Cantrip

Flashboil
You outstretch your hand spewing out liquid Yellow Luxin, blinding your enemy for a turn and dealing 1d4 fire damage. Damage increases 1d4 at 5th, 8th, 10th, 12th, 16th, and 20th level.

Additionally at 1st level you know one of the following spells

Pocket Sand
As a bonus action using 2 Drafting Points you hold a small amount of Yellow in your hand and throw it at a creature adjacent to you. If they can see they're stunned for 1 turn and allows for an opportunity attack against them.
Yellow Shower
As an action using 4 Drafting Points you dowse any creature within 5ft of you in Yellow Luxin, dealing 2d4 fire damage and blinding them for one turn.
Yellow Flashbang
As an action using 6 Drafting points you Draft a large amount of Yellow and throw it in the air stunning creatures within 10ft of you and preventing opportunity attacks on you for that turn.

Superchromat Drafting

As a Superchromat Yellow you can Draft Solid Yellow Luxin when you can choose a spell if you're a Superchromat you can choose , Your Luxin armor also gets a +2 bonus to AC .

Solid Staff
You can as a bonus action use 6 Drafting Points to create a hollow Yellow staff if you apply Yellow Luxin to this every week it will not dissapear and is unbreakable otherwise Held Luxin rules still apply, the extent to which you take this is up to your DM, you can fill this staff with other liquid Luxins, Pyrejelly for example and use it to throw this luxin at enemies. The stats for this are the same as the Quarterstaff in the PHB
Yellow Great Hammer
You can as an action use 12 Drafting Points to Draft a Two handed Hammer, if you apply Yellow Luxin to this every week it will not dissapear and is unbreakable otherwise Held Luxin rules still apply. The head of this hammer is empty and if filled with volatile Luxins will deal an extra 2d4 of damage per hit.
Small Brightwater Wall
You can as a reaction use 4 Drafting Points create a thin wall of Solid Yellow Luxin blocking a ranged or charge attack this will break when the attack lands but will stop it, this does not include guaranteed hits such as Magic Missile.
Yellow Chain
You can as an action use 12 Drafting Points to create a Yellow chain, this can be used to restrain a creature you can role to grapple or you can

Yellow Abilities

At 3rd level you gain abilities similar to the Warlock's Eldritch Evocations you have one.

Clear Thinker
Your clear thinking allows you to find stable patterns. Gain double proficiency in Weaver's Tools
Yellow Flashbang Splash
Add 1d4 fire damage to Yellow Flashbang
Outlasting Luxin
Double the time that Yellow gives other Luxin.

Light Eyes

At 7th level your drafting of Yellow Luxin has caused Yellow Luxin to build in your eyes giving you Darkvision if you already have this you gain Superior Darkvision.

Yellow Drafting

At 10th Level you gain another spell out of either the previous lists or the following one

Yellow Whip
As a bonus action using 4 Drafting Points you draft a long liquid rope this cannot restrain a creature but can be snapped in the face of a creature within 10ft, stunning them and if you choose to you cause the rope to explode in the creatures face, dealing 2d4 fire damage
Yellow Sea
As an action using 12 Drafting Points you Draft a huge amount of Yellow Luxin and explode it outwards in a 5ft radius around you, any creature within must make a Constitution check against your Drafting Ability on a fail they're stunned and blinded for three turns and take 6d4 damage, on a success take half damage and are only blinded for one turn.
Explosive Defense
As a Bonus action using 8 Drafting Points you create an explosive network of Yellow Luxin around you. If a creature makes a Melee attack against you they have to make a Dex check against your Drafting Ability, on a fail take 2d4 fire damage and half as much on a success. This last as long as an encounter does.

Willful Denial

At 12th level you can as a reaction use 2 Drafting Points to splash Yellow Luxin in the attacking creatures face causing them to miss and any adjacent creature can take an opportunity attack against them

The Floor is On Fire

At 16th level as an action you can use 30 Drafting Points to you exert a miracle of will and can hold Yellow Luxin in a 10ft Circle around you making the ground difficult terrain and any creature standing in this circle takes 6d4 damage per turn.

Yellow Abilities

At 18th level you have further gained abilities due to your Yellow Drafting

Natural Liar
Your Drafting of Yellow has made you a clear thinker, who needs morals? Gain double proficiency in deception. You also can spot a lie a mile away gain proficiency in Insight.
Indomitable Will
You can exert enough will to create Solid Yellow Luxin. Gain a Single Solid Yellow Drafting Spell.
Brightwater Master
You have mastered the art of Drafting Yellow Luxin. All drafting done in Yellow luxin costs half to a minimum of 1.

Scalding Spear

At 20th level you can as an action use 20 Drafting Points to Draft a massive Liquid Yellow Luxin Spear and throw it at an enemy. This has a range of 100/200 ft it hits it deals 20d4.

Orange

Orange Proficency As a Drafter in this color you are proficient in one of the following skills Deception or Performance.

Red

2nd lowest on the spectrum Red is a viscous, volatile, highly flammable, liquid substance. It causes Red Drafters to have short tempers and fiery outbursts.They're unpredictable combatants, passionate fighters, tenacious lovers, and vengefully caring friends.

Red Luxin

Red Luxin
Red Luxin is a highly flammable & viscous substance often used in warfare. Depending on the shading, it can be almost entirely fluid, or be made to congeal into a thick, tough substance like tar. When Held, it can come to life and ensnare people trapped in it, or it can be launched at high speeds. Due to its flammability, a globule of Red Luxin impacting an object at high enough speeds will ignite it and thoroughly cook anything nearby.
Variants
Pyre Jelly is a variant of Red Luxin which is most flammable & fluid. A single spark will ignite the entirety of any touching Pyre Jelly, & even vast quantities of it will burn out completely within seconds.

On the opposite end of the Red Spectrum, Burnglue Luxin turns thick and tough. While still a liquid, it is heavier and is somewhat like tar. Though comparably less flammable than Pyre Jelly, it is still easily ignitable, & will burn off a steady flame over a great deal of time.

Red Proficency

As a Drafter in this color you are proficient in one of the following skills Intimidation, Athletics, and Survival. You have Fire Resistance.

Red Drafting

You know the Quick Boil Cantrip

Quick Boil
You Draft a stream of Pyre Jelly and shoot it as fast as you can at an enemy this deals 1d8 fire damage the creature hit with this attack must make a Dex check against you Drafting Ability on a fail take 1d4 Fire damage and on a Success take no extra damage. Damage increases 1d8 at 5th, 8th, 10th, 12th, 16th, and 20th level.

Additionally at 1st level you know one of the following spells

Pyre Jelly Splash
As an action using 4 Drafting Points you splash Pyre Jelly at an opponents feet this is only ignited if you choose it to be. When ignited deal 2d6 Fire Damage.
Burnglue Tar Spot
As an action using 3 Drafting points you cover a 5ft circle in tar-like Burnglue this is difficult terrain and if ignited deals 1d4 damage per turn on occupied space.
Zymunn's Whip
As a bonus action you can use 8 Drafting Points to create a fiery whip this deals 1d6 fire damage and you can roll Dex against another creature to grapple it, this weapon has a 5ft reach and last till the end of an encounter or until released.

Red Abilities

At 3rd level you gain abilities similar to the Warlock's Eldritch Evocations you have one.

Red Drive
Your Drafting of Red has made a very determined person. Once per Long Rest when you fall to below 1 HP you can choose to instead stay at 1 HP.
Toasted, Not Quite Burned... Yet
You have a bad habit of lighting fires early leaving your hands a little toasted. When an item would normally be too hot to pick up, you can pick it up without issue this affects your arms up to your elbows.
Taskmaster
When using Zymunn's Whip add 1d6 to hits and have advantage to grapple.

Fire Starter

At 7th level you have extensive knowledge of fire and how it works. Gain advantage on any save or skill check related directly to fire.

Red Drafting

At 10th Level you gain another spell out of either the previous list or the following one

Tentacles!!!
As an action you can use 12 Drafting Points to create thick tar-like tentacles, these are connected to you and you must take a bonus action to ignite these, target creature must roll a dex check against your Drafting Ability on a fail you grapple a target no more than 2 sizes larger than you. When ignited deals 1d4 damage per turn grappled.
Living Fire
As an action you can use 4 Drafting Points to create a small amount of Pyre Jelly it is under your complete control and will ignite itself on your command if ignited within 5ft of a creature it deals 3d6 Fire damage. It can follow simple commands and cannot be more than 30ft away from you.
Red Sea
You can as an action use 10 Drafting Points to create enough Red Luxin to create a small wave out of it. This a 15ft cone and can be ignited using a bonus action, when ignited deals 4d6 damage to all creatures within the cone, if not ignited any creature within the cone will be flammable taking an extra 1d6 Fire Damage on the next melee or ranged hit.

Rageful Vengeance

At 12th level when a creature misses an attack on you, you can take an opportunity attack against them.

Tar-Spot

At 16th level you can as an action expend 60 Drafting points to cover everything within 10ft of you in Burnglue. This is difficult terrain and if ignited any creature within takes 4d6 Fire Damage. Any creature within the initial blast radius is Flammable and if ignited takes 2d8 damage per turn.

Red Abilities

At 18th level you have further gained abilities due to your Red Drafting

Wrathful Presence
You have an air of anger about you. Gain proficiency in Intimidation if you already have this double it.
Raging Inferno
As an action you master the anger in side you. You have advantage on Strength Checks and Strength saving throws.When you make a melee weapon Attack using Strength, you gain a +2 bonus to the damage roll. You have Resistance to bludgeoning, piercing, and slashing damage. This ends if you are knocked unconscious or end it.
Fiery Biology
Your body has incorporated the Red Luxin into all your combat attacks. All attacks add an extra 1d6 Fire Damage.

Avatar of Rage

At 20th level you become a living Inferno gaining the effects of the Balor Demon's Fire Aura, and adding 4d6 to any attack made while in this form. The upkeep to fuel this in Inferno is 20 Drafting Points per turn.

Sub-Red

Lowest of the known spectrum Sub-Red is a solid, invisible, and volatile Luxin, and causes more passionate feelings in the Drafter rather than rage as is the case in Red.

Sub-Red Luxin

Sub-Red Luxin, or Firecrystal
is a volatile substance that will burst into flame upon contact with the air. It’s solid form is called Fire Crystal, & only exists in airless environments or when held. Drafting Sub-Red Luxin requires a visible heat source, and it gives the drafter an intense sensation of passion, whether erotic or rage inducing.

Heat Drafting

As a Sub-Red drafter you can draft in the dark but must have a heat source, instead of drafting spectacles you will get Phosphorous Flares these produce massive amounts of heat and last 30 minutes. You start with 20 and these can be found in most general shops (DM's Discretion on prices) and cost around 15 silver a piece.

Sub-Red Proficiency

As a Drafter in this color you are proficient in one of the following skills Persuasion, Athletics, and Survival. You have Truesight(Thermal 360).

Sub-Red Drafting

You know the Fire Shard Cantrip

Fire Shard
You draft a small shard of Sub-Red Luxin. This has a range of 40/80 and deals 1d4 fire damage. Damage increases 1d6 at 5th, 8th, 10th, 12th, 16th, and 20th level.

Additionally at 1st level you know one of the following spells

Line in The Sand
As an action using 16 Drafting Points you draft Sub-Red Luxin and slip it under the ground, this works in all terrains. The line is 10ft long, creatures can detect this by passing a perception check against your Drafting Ability, if triggered forces a creature to make a Dex check against your Drafting Ability on a fail take 2d6 bludgeoning damage and 1d4 fire damage and half as much on a pass.
Burning Shield
As a reaction using 6 Drafting Points if a creature hits you you can Draft a shield of Sub-Red luxin the attacking creature takes 1d4 Fire Damage and the attack fails. You have to roll a Dex check DC 16 on a fail take 1d4 Fire Damage and none on a pass
Firecrystal Spear
You draft a large, long shard of Sub-Red Luxin this is visible as soon as it leaves your hand. This spear's range is 60/80 and it deals 1d8 fire damage.

Sub-Red Abilities

At 3rd level you gain abilities similar to the Warlock's Eldritch Evocations you have one.

Toeing the Line
Your Lines in The Sand are harder to see +2 to Perception DC and you deal a little more damage add 1d6 Fire instead of 1d4.
Fiery Soul
Your very soul is imbued with the essence of fire any creature that deals physic damage to you takes that much fire damage back.
Passionate Personality
Your passion makes you a convincing person. Gain proficiency in Persuasion, if you already have this double it.

Crystalline Structure

At 7th level the Sub-Red you've drafted enough Sub-Red for it to affect your body profoundly. You have resistance to poison and diseases.

Red Drafting

At 10th Level you gain another spell out of either the previous list or the following one

Fircrystal Spiral
As an action using 8 Drafting Points you Draft a large amount of Sub-Red Luxin, Spiraling it out as you go giving it two spiral, sharp, nail-like ends. This has a range of 60/80 and deals 1d6 piercing and 3d8 explosive damage.
Firecrystal Shard Swarm
As an action using 12 Drafting Points you Draft hundreds of minuscule shards forward in a 15ft cone, all creatures in side most roll a Dex check equal to your Drafting Ability on a fail take 3d8 and are on fire, on a success take half as much damage and are not on fire.

Paryl

Destinies

These are optional!! Ask your DM before using these as they are major story elements.

Prism

As you are a full spectrum Poly-Chrome you have been recognized by the Council of Colors, A.K.A. the Chromeria, they have put you through secretive rituals.These rituals allow you to become a Prism, splitting light at will no longer requiring the use of Spectacles or an Item of your color. These rituals also prevent you from breaking your Halo, instead you have 7 year sections of life each time this clock rolls up you must roll a d20 on 5 or below you start to die, this takes 1 year, if higher you live another 7 years to a max of 28.

Prism Abilities

Heretical Prism

You are a natural born full spectrum poly-chrome Prism having all the same effects as a Prism without the life clock, you are however being hunted by Chromerian spies or Fanatics of the Orlhamic faith.

Omni-Chrome

Blue Gaurd Captain

Green Forest Master

Red Commander

Yellow Sage

Orange Artist

Super-Violet Cartographer

Sub-Red Warlord

Blackguard

Drafting Feats

Multiclassing

Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:



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