Chromatic Outlander (5e Class)

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Chromatic Outlander[edit]

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Ruby Chromatic Outlander

You are the mortal instrument of your Chromatic Lord or Lady (Diamond, Garnet, Ruby, Citrine, Topaz, Emerald, Sapphire, Amethyst, Quartz and Tanzanite). The Power of the Spectral Stone courses through your body. Your vision is filled with many colored lines of force and magic. By manipulating the attractive and repulsive forces around you, you can accomplish feats of evocation and conjuration on par with the strongest of wizards. Armed with knowledge and martial skill, you are ready to engage and overcome whatever foes or obstacles stand in your liege’s way.

Deep in the bottom of the Chromatic Keep lies an instrument of immense power known as the Spectral Stone. The One True Spectral Stone sits on a planar junction tapping into Chromatic Energy. The Lord of Light created the Spectral Stone to give his people a tool to harness the unifying energy of the universe. Whether a trick of birth or a matter of will, some can survive the initiation of the Spectral Stone. The initiate is brought into the Spectral Stone Chamber and must walk the golden path around the immense crystal construct. Those who successfully complete the initiation with out dissapearing or spontaneously burning to ash, achieve an attunement to the pervasive power of the Spectral Stone.

Creating a Chromatic Outlander[edit]

When creating a Chromatic Outlander, ask yourself the following questions: Why would you risk your life and sanity to become a Chromatic Outlander? What brought you into the service of a Chromatic Lord? Is your Chromatic Outlander a cool and collected Warrior or a volatile Berserker? Which color do you orient toward?

How did you get to the Chromatic Realms? Was it an elaborate spell? A planar portal? Or Did Chromatic Outlanders stumble through a Chromatic Crossing?

Lastly, what is the shape and nature of your Personal Spectral Stone?

Quick Build

Chromatic Outlanders can make a Chromatic Outlander quickly by following these suggestions. First, Strength or Charisma should be a Chromatic Outlanders highest ability score, followed by Charisma or Strength.

Class Features

As a Chromatic Outlander you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light Armor, Medium Armor, Shields
Weapons: Simple, Martial
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose 2 from Athletics, Acrobatics, Animal Handling, Arcana, History, Insight, Investigation, Medicine, Persuasion, Perception, Stealth, Survival.

Equipment

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

  • (a) A lance or (b) 2 longsword
  • (a) Personal Spectral Stone or (b) Chromatic Cube
  • (a) Studded Leather Armor or (b) Chain Shirt
  • (a) Explorers Pack or (b) Adventurers Pack

Table: The Chromatic Outlander

Level Proficiency
Bonus
Chromatic Range Features Cantrips Known Spells Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 0 ft Chromatic Artifact, Cantrips 1 0
2nd +2 5 ft Spellcasting, Chromatic Strike, Fighting Style 2 2 2
3rd +2 +5 ft Chromatic Archetype Feature, Chromatic Shift 2 2 3
4th +2 +5 ft Ability Score Improvement, Chromatic Sense, Chromatic Surge 2 3 3
5th +3 +10 ft Extra Attack 2 3 4 2
6th +3 +10 ft Chromatic Rest 2 4 4 2
7th +3 +15 ft Chromatic Archetype Feature 2 5 4 3
8th +3 +15 ft Ability Score Improvement 2 5 4 3
9th +4 +20 ft Chromatic Resistance 2 6 4 3 2
10th +4 +20 ft Chromatic Archetype Feature 3 6 4 3 2
11th +4 +25 ft Extra Attack (2) 3 7 4 3 3
12th +4 +25 ft Ability Score Improvement 3 7 4 3 3
13th +5 +30 ft Chromatic Mind 3 8 4 3 3 1
14th +5 +30 ft Ability Score Improvement 3 8 4 3 3 1
15th +5 +35 ft Chromatic Archetype Feature 3 9 4 3 3 2
16th +5 +35 ft Ability Score Improvement 3 9 4 3 3 2
17th +6 +60 ft Resilient Spectral Stone 4 11 4 3 3 3 1
18th +6 +60 ft Chromatic Archetype Feature 4 11 4 3 3 3 1
19th +6 +65 ft Ability Score Improvement 4 13 4 3 3 3 2
20th +6 +65 ft Chromatic Paragon 5 13 4 3 3 3 2

Chromatic Artifact[edit]

The Spectral Stone is central to a Chromatic Outlander's power. Upon embarking on the Golden Circle Trial the initiate is given a small finger sized sliver of the One True Spectral Stone. The shape of the Spectral Stone changes as the initiate progresses thru the trial and if successful as the Chromatic Outlander grows in Power. All abilities arise from the entanglement of the two. The Chromatic Outlander must be in possession of and in contact with their Spectral Stone to utilize any Chromatic Outlander abilities or spell casting. The Chromatic Outlander suffers 6d6 damage should their Spectral Stone be destroyed or damaged beyond three-quarters of its total. The Spectral Stone in its base form is made of Living Crystal and has 30 "hit points" (it can withstand 30 points of damage). Looking through their Spectral Stone, Chromatic Outlanders see the world in an assortment of lines of force. Different colors denote different effects. Even in the absence of sight, while holding the Spectral Stone they detect magic as a sort of warm feeling, whilst presences without magic register as cold voids. As an action, Chromatic Outlanders may utilize his or her Spectral Stone to ascertain the location of any construct, fiend, or magical creature within 60 ft that isn't behind total cover. Chromatic Outlanders know the type (construct, fiend, or creature) of any being whose presence Chromatic Outlanders sense, but not its identity. Within the same radius, Chromatic Outlanders also detect the presence of any place or object that has been consecrated or desecrated. Chromatic Outlanders can use this feature a number of times equal to 1 + Chromatic Outlander's Charisma modifier. Upon completing a long rest, the Chromatic Outlander regains full use of this ability.

Cantrips[edit]

Starting at 1st level, the chromatic outlander can learn Evocation cantrips as well as the ones listed below:
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Spellcasting[edit]

Starting at 2nd level, Chromatic Outlanders can cast spells. They may choose spells from the evocation wizard spell lists and use Chromatic Outlander spell slots to cast them. Charisma is Chromatic Outlander's spell casting ability and DC.

Charisma is your spellcasting ability for your spells. You use your Charisma whenever a spell refers to your spellcasting ability:

Spell save DC = 8 + your proficiency bonus + your Charisma modifier Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus

You can use your Spectral Stone as a spellcasting focus for your chromatic outlander spells.

Chromatic Strike[edit]

Starting at 2nd level, when Chromatic Outlanders hit a creature with an attack, Chromatic Outlanders can expend one Chromatic Outlander spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is a fiend or a construct.

Fighting Style[edit]

At 2nd level choose 1 Fighting styles from the Fighter class. Chromatic Outlanders can't take a Fighting Style option more than once.

Chromatic Shift[edit]

At 3rd level, as a bonus action, when you take damage from any source, you can expend a 2nd level or greater spell slot and call upon the power of the Spectral Stone to dimensionally shift yourself up to a distance not greater than your Chromatic Range. Briefly surrounded by a rainbow shimmer, you teleport up to X feet to an unoccupied space that you can see, where X is your Chromatic Range.

Chromatic Banishment[edit]

At 3rd level, as an action, Chromatic Outlanders can use Chromatic Energy to teleport an opponent. Chromatic Outlanders can expend a 2cd level or greater spell slot to banish any creature of medium size up to 10 feet plus the Outlander's Chromatic range to a location within the Outlander's visual range. The target disappears in a rainbow shimmer. The creature must succeed on a wisdom saving throw versus the Outlanders spell casting DC to avoid being teleported.

Ability Score Increase[edit]

At 4th level, and again at 8th, 12th, 16th and 19th level, Chromatic Outlanders can increase one ability score of Chromatic Outlanders choice by 2, or Chromatic Outlanders can increase two ability scores of Chromatic Outlanders choice by 1. An ability score can not increase above 20 using this feature.

Extra Attack[edit]

Beginning at level 5, Chromatic Outlanders can attack twice, instead of once, whenever Chromatic Outlanders take the Attack action on their turn.

Chromatic Rest[edit]

At 6th level Chromatic Outlanders draw stamina from their Spectral Stone, now requiring only one hour of meditation in contact with their Spectral Stone per day. You have a limited well of stamina from your Spectral Stone that you can draw on to protect yourself from harm. On Your Turn, you can use a Bonus Action to regain hit points equal to 1d10 + your Chromatic Outlander level.

Once you use this feature, you must finish a short or Long Rest before you can use it again.

Chromatic Resistance[edit]

At Level 9, Chromatic Outlanders gain immunity to diseases and poison, and can not be in the poisoned condition.

Extra Attack[edit]

Beginning at level 11, Chromatic Outlanders can attack three times, instead of once, whenever Chromatic Outlanders take the Attack action on their turn.

Chromatic Mind[edit]

At level 13, the Chromatic Outlanders mind has become so bound with the Spectral Stone that sleep is not required. Chromatic Outlanders also gain Immunity to Sleep spells. If the Chromatic Outlander meditates in contact with their Spectral Stone for 4 hours, the Chromatic Outlander gains the advantage on strength checks and saving throws for 1 hour.

Bonded Spectral Stone[edit]

At 17th level, the Chromatic Outlander's entanglement with their Spectral Stone grows, until both are almost one. The Chromatic Outlander may now use Chromatic Surge twice per long rest. Furthermore, if the Spectral Stone is destroyed or severely damaged the Chromatic Outlander takes 10d12 sympathetic damage. Should the Outlander survive, the Spectral Stone will regrow in the center of the Outlander's chest within 24 hours. How or if it is removed will not affect its functionality as long as it is not damaged. The Spectral Stone can now be utilized up to 150 ft. away from the Chromatic Outlander.

Chromatic Paragon[edit]

At level 20, you radiate Chromatic Energy to the point of glowing. If you fail a saving throw, you can choose to succeed instead once per short rest. You no longer need to eat, sleep, or drink. You have become ageless and cannot be magically aged.

Chromatic Archetypes[edit]

The power of the Spectral Stone lends itself to many uses both Intrinsic and Extrinsic. Starting at level 3, Chromatic Outlanders commit to an Extrinsic or Intrinsic specialization in the power of the Spectral Stone. Each option offers a variety of different skills. The Chromatic Cavelier focuses the energy of the Spectral Stone inward allowing feats of martial prowess. The Chromatic Seer focuses the energy of the Spectral Stone outward utilizing it in subtle yet equally as effective means. Both paths grant abilities at 3rd, 7th, 10th, 15th and 18th level.

Chromatic Cavelier[edit]

Sitting astride his mount the Chromatic Cavelier surveys the battlefield. A rainbow shimmer flashes across his blade as he draws his weapon. His eyes glow with a deep blue as he charges into battle at breakneck speed.

Chromatic Cavaliers seek to bring out the physical prowess of their Spectral Stone and often put this power to brutal effect on the field of battle:

Specialized Martial Training[edit]

You have trained to master the use of heavy armor and practiced extensively with specific weapons, gaining the following benefits: You gain proficiency with heavy armor. You gain proficiency with four weapons of your choice.

Mounted Combatant[edit]

While you are mounted and aren’t incapacitated, you gain the following benefit: You can force an attack targeted at your mount to target you instead.

Chromatic Surge[edit]

On Your Turn, you can fill yourself with Spectral Stone energy and heal yourself for 1d6 + your chromatic outlander level once per long rest.

Summon Chromatic Steed[edit]

At 5th level, the Cavalier can cast Summon Chromatic Steed once per long rest. Summon Chromatic Steed: Range 30 ft Components V S Duration Instantaneous Casting Time 10 minutes You summon an unusually intelligent, strong, and loyal steed of your chosen color, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on a form of a uniquely colored Warhorse. (Your DM might allow Other Animals to be summoned as steeds.) The steed has the Statistics of the chosen form, though it is a celestial instead of its normal type. Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one Language of your choice that you speak. Your steed serves you as a mount, both in Combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that Targets only you also target your steed. When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum. While your steed is within 1 mile of you, you can communicate with it telepathically. You can't have more than one steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear.

Chromatic Weapon[edit]

At 7th level, The Chromatic Outlanders may entangle their essence with one weapon that Chromatic Outlanders are proficient with. To do so, Chromatic Outlanders must take a short rest to entangle themselves with the weapon. When Chromatic Outlander does so, the weapon takes on a magical appearance whenever the Chromatic Cavelier wields it. Whenever Chromatic Cavelier makes an attack with his or her Chromatic weapon it will score a critical on a roll of 19-20. Any other entity using this weapon suffer disadvantage on all attack rolls with it. Chromatic Cavaliers have the capacity to entangle with up to two weapons at a time. Chromatic Outlanders can create a bond with a new weapon by performing a ritual that takes one hour which will replace the bond of his or her choice.

Chromatic Strike Upgrade[edit]

Starting at 10th level, The Chromatic Outlander's strikes deals d10 damage die versus the previous d8.

Chromatic Vibroblade[edit]

Starting at 15th level, you naturally focus your Spectral Stone's energy through your bonded weapons resulting in any of your bonded weapon's attacks scoring a critical hit on a roll of 18–20 when used by you.

Chromatic Strike Upgrade[edit]

Starting at 18th level, The Chromatic Outlander's strikes deals d12 damage die versus the previous d10.

Chromatic Seer[edit]

The Chromatic Seer peers into the crystal reaching outward to make a connection through the nether. A tentative link comes to life which quickly strengthens into a mind to mind link across the distance.


Deeper Learning[edit]

The Chromatic Seer learns one additional spell per level (from 3rd level onward) and gains the access to Conjuration and as well Evocation Cantrips and Wizard spells.

Ritual Spell Casting[edit]

The Chromatic Seer may cast any spell with the ritual tag with proper preparation as a ritual.

Chromatic Perception[edit]

At 3rd level, Chromatic Seers can gaze through the reflections of the world, granting Chromatic Seers low-light up to vision 120 feet. If you already possess Darkvision from another source this adds 60 feet onto its range. Additionally, Chromatic Seers adeptness at seeing what is hidden allows you to add your proficiency bonus to perception checks. If you are proficient with the perception skill, instead add one and a half times the proficiency bonus whenever making a perception check. The Chromatic Outlander can also sense portals or teleportation within a 60 ft radius.

Arcane Recovery[edit]

You have learned to regain some of your Chromatic energy by meditating upon your Spectral Stone. Once per day when you finish a Short Rest, you can choose expended Spell Slots to recover. The Spell Slots can have a combined level that is equal to or less than half your Chromatic Outlander level (rounded up), and none of the slots can be 5th level or higher.

Chromatic Sight[edit]

At 7th level, the Chromatic Seer gains the ability to use the clairvoyance spell once per long rest.

Improved Chromatic Artifact[edit]

At 10th level, by feeding on the Chromatic Seer's own energy, his or her Spectral Stone has grown in power. The Spectral Stone grows to a size of 5 inches in diameter and can withstand up to 100 points of damage. Once per long rest, you may break off a part of the Spectral Stone. With concentration, you can communicate telepathically with the person or creature in possession of and in contact with the spawned Spectral Stone as per the spell Telepathy.

Chromatic Foresight[edit]

At 15th level, once per long rest you may cast Chromatic Foresight. Range Touch Components V S M, Material Personal Spectral Stone, Duration 1 minute, Casting Time 1 minute. You touch a willing creature with your Spectral Stone and bestow a limited ability to see into the immediate future. For the Duration, the target can't be surprised and has advantage on saving throws. Additionally, other creatures have disadvantage on Attack rolls against the target for the duration. This spell immediately ends if you cast it again before its Duration ends.

Chromatic Portal[edit]

At level 18, you have become so in tune with Chromatic Forces that you have become able to open a Gate to creatures or individuals in possession of and contact with a Spawned Spectral Stone. Range 60 ft Components V S M Material A Spawned Crystal Spectral Stone from the Seer's Personal Spectral Stone Duration Up to 1 minute Casting Time 1 action School Conjuration Concentration dependent.

When you open the Gate, you can speak the name of the specific creature (a pseudonym, title, or nickname doesn't work). If that creature is in possession of and in contact with the Spawned Spectral Stone, the portal opens in the named creature's immediate vicinity and allows for transit to or from.

You conjure a portal linking an unoccupied space you can see within range to the precise location on a different or same plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the Duration.

The portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other side, appearing in the unoccupied space nearest to the portal.

Deities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains.


Cantrips[edit]

Chromatic Outlanders may learn:

Chromatic Weapon[edit]

Evocation cantrip Casting Time: 1 action Range: 5 feet Components: V, M (a weapon) Duration: Instantaneous As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise, the spell fails. On a hit, the target suffers the attack's normal effects, and a chromatic shimmer of energy (corresponding to the Chromatic Outlanders aligned color) augments the damage from the strike. On a successful hit, the creature takes base damage including any modification for criticals plus 1d8 plus your spellcasting ability modifier.

This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 damage to the target, and again by 1d8 at 11th level and 17th level.

Phase Blade[edit]

Evocation cantrip Casting Time: 1 action Range: 5 feet Components: V, M (a weapon) Duration: 1 round As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. This spell causes the blade to shift between planes increasing the likelihood to hit and the damage. The spell adds 1 plus your spellcasting ability modifier to the attack roll and on a hit, the target suffers the attack's normal effects plus phase damage equal your spellcasting ability modifier.

Multiclassing[edit]

In order to become a Chromatic Outlander, you must be sponsored by a Chromatic Lord or Lady who has access to the One True Spectral Stone which sits on the nexus of planes. Once there, you must successfully complete the Golden Circle Trial: DC 10 Wisdom check vs disappearing into an unknown plane of existence and a DC 10 Constitution check versus sudden death and a DC 10 Charisma check versus immolation. The difficulty and odds of success are greatly modified by your sponsor's degree of attunement to the One True Spectral Stone.

Prerequisites. To qualify for multiclassing into the Chromatic Outlander class, you must meet these prerequisites: Charisma 13, Constitution 13

Proficiencies. When one multi-classes into the Chromatic Outlanders class, they gain the following proficiencies: simple, long sword and lance weapons as well as shields, light armor, and medium armor.



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