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 or Acolyte background. Third, choose 1 simple weapon, and 1 weapon you're proficient with.


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, longswords, rapiers, shortswords
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) 1 simple weapon, and 1 weapon you're proficient with or (b) a shortbow, a quiver, and 20 arrows
  • 5+Charima Modifier Breaths
  • Leather Armor and a dagger
  • If you are using starting wealth, you have 5d4 x 10 gp in funds.

Table: The BioChromatic Mage

Level Proficiency
Bonus
Features
1st +2 Breath of Life
2nd +2 Archetypes
3rd +2
4th +2 Ability Score Improvement
5th +3 Extra Action
6th +3 Archetype Feature
7th +3
8th +3 Ability Score Improvement
9th +4
10th +4 Forceful Commands
11th +4
12th +4 Ability Score Improvement
13th +5
14th +5 Archetype Feature
15th +5
16th +5 Ability Score Improvement
17th +6 Aura of Breath
18th +6 Archetype Feature
19th +6 Ability Score Improvement
20th +6 Vital Breath

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 and imagine how you want it to accomplish said command, which it immediately attempts to follow until complete. If it completes its task, it will stop and wait for you to reclaim your Breaths. You can touch your Awakened and reclaim any infused Breaths with the words, "Your breath to mine." 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. A short list is at the bottom of the page, but feel free to add any with your DM.
You have a number of Awakened slots equal to your Proficiency Modifier.

Breaths[edit]

You can only take a Breath from a willing creature; through coercion, payment, or goodwill, as long as they give it; you cannot steal a Breath. All sentient creatures have a singular Breath. 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, somewhat humanoid in appearance when Awakened, returning to its original shape after the Breaths are removed. 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(cloth cut into humanoid shape, clothing), and not humanoid(Carpet, pile of rubble) object. Double the cost of Awakening for stone, and triple for metal when you become able.
Should you die, all Breaths are released from your body, dissipating into the air.

If your campaign isn't city based, or if you and DM agree, you may also add that sentient creatures release their Breath on death, and only you can see and collect it.

Color
Color is used as well as Breath to animate objects. Every Awakening will consume the color of an item near it depending on size, anywhere from a handkerchief to a large portion of a wall. 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. You cannot use color of a living object, including plants.
(Your DM may remove this aspect if deemed overly limiting).

Animated Creature Chart
Size Breathe Cost Slots Taken
Tiny 2, 5, 20 1
Small 5, 10, 50 1
Medium 10, 20, 100 2
Large 25, 50, 250 3
Huge 50, 100, 500 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 Breaths: 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 Breaths: Perfect Pitch: Advantage in Perception checks based on Hearing.
50 Breaths: Perfect Color Vision: Advantage in Survival and Insight checks based on sight.
100 Breaths: Enhanced Body: The Breaths infusing your body to strengthen you.
250 Breaths: Ageless body: You only age 1 year for every 10 you live.
400 Breaths: Instinctive Awakening: Can Awaken as a bonus action.
550 Breaths:
700 Breaths:
850 Breaths: Forceful Awakening: Can Awaken metal items.
1000+ Breaths: Peak of BioChroma, Can awaken without touch or verbal command, 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. Due to the enhanced colors you cause, you can ignore color requirements when Awakening.
Heightening also grants lifesense which increases with Heightening Level. Each level of Heightening adds 5 feet of Blindsight to see living creatures.

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.

Extra Action[edit]

At level 5, when you make the attack action, you can make a second attack or Awaken an item.

Forceful Commands[edit]

At level 10(?), you can use simple commands to give conditions in your instructions. You can have Awakened items activate, deactivate, or add small actions in addition to spoken command, on whatever time/conditions you want.

Aura of Breath[edit]

At level 17(?), your constant use of Breath draws other Breaths... You have advantage on all attempts to have someone give you their Breath.

Vital Breath[edit]

At level 20, you gain the ability to use your own life to Awaken. You can use your Hit Dice to lessen the Breaths needed to Awaken, at a rate of 10 Breaths per die. If an Item is Awakened using only Hit Dice, it doesn't count against your Awakened Slot total, but will lose its Breaths at the end of a long rest.

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 rounded up, to a minimum of 1.
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. Awakened slots are doubled.



Command List[edit]

"Carry this" - Will attempt to pick up item and follow you.
"Bind things" - Will wrap around item, applying the Restrained condition.
"Reload when shot" - Removes the Loading property of a crossbow.
"Harden" - Increase armor AC by 1.
"Protect me" - Item makes one attack on your turn to an enemy within melee range, or adds +5 to your AC as the Shield spell.
"Strengthen me" - On shirt/arms +1 Str, on pants/legs +10 movement speed.
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