BioChromatic Mage (5e Class)

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Creating a BioChromatic Mage[edit]

Quick Build[edit]

You can make a BioChromatic Mage quickly by following these suggestions. First, Charisma should be your highest ability score, followed by either Dexterity or Intelligence. Second, choose the Noble background, or Acolyte if only using core rules. Third, choose <!-elaborate on equipment choices->


Class Features

As a BioChromatic Mage you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light armor
Weapons: Simple weapons, hand crossbows
Tools: Painters Supplies
Saving Throws: Charisma, Dexterity
Skills: Choose three (3) from: Acrobatics, Arcana, Deception, History, Insight, Perception, Persuasion, Sleight of Hand.

Equipment

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

  • (a) Rapier and dagger or (b) a shortbow, a quiver, and 20 arrows
  • If you are using starting wealth, you have 5d4 x 10 gp in funds.

Table: The BioChromatic Mage

Level Proficiency
Bonus
Features Breaths Limit
1st +2 Breath of Life 10
2nd +2 Feature 2, Feature2.5 15
3rd +2 Archetypes 20
4th +2 Ability Score Improvement 25
5th +3 30
6th +3 35
7th +3 40
8th +3 Ability Score Improvement 45
9th +4 50
10th +4 55
11th +4 60
12th +4 Ability Score Improvement 65
13th +5 70
14th +5 75
15th +5 80
16th +5 Ability Score Improvement 85
17th +6 90
18th +6 95
19th +6 Ability Score Improvement 100
20th +6 100

Breath of Life[edit]

As an action, you can touch an object and imbue Breath into it to Awaken it. When you Awaken it, you say one sentence to command it, which it attempts to follow until complete. If it completes its task, it will return to you and wait for you to reclaim your Breaths. You can touch your Awakened and reclaim any infused Breaths. If it is destroyed, all infused Breaths are lost. Commands can be simple things like "Carry this," to make it carry an item and follow you, "Go there," to move items, or more vague ones like, "Protect me," which would make the Awakened follow you and defend against anything you deem hostile. You can even command clothes or armor, "Strengthen me," to increase Strength or AC by 1, or "Make me faster," to increase Speed by 10. You have a number of Awakened slots equal to your Proficiency Modifier.

Breaths[edit]

You can only take a Breath from a willing creature. Any creature that has given up its Breath, has a permanent minimum exhaustion level of 1. Breathes are used in conjunction with color to Awaken inanimate objects. These objects are, or become, humanoid in appearance when Awakened. The more human they look, the less Breath is needed to Awaken it. The material should also be as organic as possible to let Breath enter it more easily. The chart shows the cost of animating a humanoid(Statue, mannequin, etc), vaguely humanoid(resemble a limb, ), and not humanoid(Carpet, pile of rubble) object. Double the cost of Awakening for stone, and triple for metal.
Should you die, all Breaths are released from your body, dissipating into the air.

Color
Color is used as well as Breath to animate objects. Any colors can be used with the exception of white and grayscale. Any area of an item that was drained of color becomes grayscale permanently and can no longer be used for animating.

Animated Creature Chart
Size Breathe Cost Color Consumed Slots Taken
Tiny 2, 5, 25 1'sq 1
Small 5, 10, 50 3'sq 1
Medium 10, 20, 100 5'sq 2
Large 25, 50, 250 10'sq 3
Huge 50, 100, 500 25'sq 5

Stats for Awakened are the same as the statblock from the Animate Objects spell. Replace the AC with 17 if made of stone, and 19 if made of metal.

Heightening[edit]

After collecting a certain amount of Breaths, they give you a boost in various abilities, as well as an aura around you that strengthens color's vividness.
5 Breathes: Ability to see Breaths in people, as well as granting the ability to spend an action to see how many spell slots a creature has.
20 Breathes: Perfect Pitch, Advantage in Perception checks based on Hearing.
50 Breathes: Perfect Color Vision, Advantage in Survival and Insight checks based on sight.
100 Breathes: Enhanced Body, the Breaths infusing your body to strengthen you.
250 Breathes:
400 Breathes:
550 Breathes:
700 Breathes:
850 Breathes:
1000+ Breaths: Peak of BioChroma, Can awaken without touch, can break other Mages' animated items and magics, and warps white color into a spectrum. Gains advantage on Intimidation rolls and can cast Counterspell at will.
Heightening also grants lifesense which increases with Heightening Level. Each level of Heightening adds 5 feet of Blindsight to see living creatures.

Archetypes[edit]

General: Army playstyle. Spend an hour, during any rest, to give a complex set of commands to a recently dead corpse to awaken it as a Lifeless. Follows commands as a summoned creature. Cannot reclaim Breaths from Lifeless. Lifeless cost half as many slots.
Infuser: Investment in a single entity. Able to repeatedly infuse Breath into an object.
Maverick: Constant creation and changing of small creations at the expense of not creating large Awakened.

Ability Score Increase[edit]

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.


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