Chromeria Field-Approved Player Option

The Drafter

A D&D 5e Class for the Prismatic Arts

Drafters transform light into luxin: physical matter shaped by color, will, and discipline. A drafter is not simply a spellcaster. They are engineer, artist, soldier, theologian, public hazard, and walking hourglass.

At 1st level, you are newly trained and closely watched. You know how to touch light. You do not yet know what light wants in return.

Class Summary

Hit Die: d8.

Primary Ability: Wisdom. Your perception, discipline, and strength of will determine the reliability of your drafts.

Saving Throws: Wisdom and Constitution.

Armor: Light armor.

Weapons: Simple weapons, light crossbows, short swords, daggers, and one martial weapon of your choice.

Tools: Drafter’s lenses, calligrapher’s supplies, or one artisan’s tool.

Skills: Choose two from Acrobatics, Arcana, History, Insight, Investigation, Medicine, Perception, Persuasion, Religion, Sleight of Hand, or Survival.

Starting Equipment

Drafting Basics

Your drafting uses Will Points. Your Will Point maximum equals your Drafter level + your Wisdom modifier, minimum 1. You regain spent Will Points when you finish a short or long rest.

Draft Save DC: 8 + proficiency bonus + Wisdom modifier.

Draft Attack Modifier: proficiency bonus + Wisdom modifier.

The Four Necessaries

Skill: You must shape precisely.

Will: You must impose form.

Source: You normally need visible light of the color drafted.

Stillness or Movement: Your body must complete the action cleanly.

Halo Strain

Drafting leaves residue in the eye. When you spend 3 or more Will Points on one draft, or when you drop to 0 Will Points, make a Wisdom saving throw.

DC: 10 + the number of Halo Strain checks you have already made since your last long rest.

Drafter Progression

LevelProf.FeaturesWill PointsKnown Manifestations
1+2Color Affinity, Drafting, Halo Strain1 + Wis2 cantrips, 1 low
2+2Focused Source, Emergency Seal2 + Wis+1 low
3+2Chromatic Discipline, Halo Awareness3 + Wis+1 low
4+2Ability Score Improvement4 + Wis+1 low
5+3Bichrome, Efficient Drafting5 + Wis+1 mid
6+3Discipline Feature6 + Wis+1 low
7+3Venting and Streaming7 + Wis+1 mid
8+3Ability Score Improvement8 + Wis+1 low
9+4Polychrome Potential9 + Wis+1 mid
10+4Discipline Feature10 + Wis+1 low
11+4Improved Drafting11 + Wis+1 mid
12+4Ability Score Improvement12 + Wis+1 low
13+5High Manifestations13 + Wis+1 high
14+5Discipline Feature14 + Wis+1 mid
15+5Master Drafter15 + Wis+1 high
16+5Ability Score Improvement16 + Wis+1 low
17+6Greater Will17 + Wis+1 high
18+6Prism Potential18 + Wis+1 mid
19+6Ability Score Improvement19 + Wis+1 high
20+6Prismatic Avatar20 + Wis+1 any

Core Class Features

Color Affinity

At 1st level, choose one common color: Sub-red, Red, Orange, Yellow, Green, Blue, or Superviolet. This is your affinity color. You may draft this color when you have access to a suitable light source.

You gain the matching affinity benefit from the Color Affinity table.

Focused Source

At 2nd level, you may use a small prepared object of your color—glass, cloth, pigment, lens, bead, lacquer, or polished tile—as a weak light source when bright or dim light is present. This does not function in total darkness.

Emergency Seal

At 2nd level, when a luxin construct you created would collapse, you may use your reaction and spend 1 Will Point to keep it stable until the start of your next turn.

Chromatic Discipline

At 3rd level, choose a discipline: Luxin Architect, Battle Drafter, Wild Runner, Veiled Analyst, or Prism Aspirant. Your discipline grants features at 3rd, 6th, 10th, and 14th level.

Halo Awareness

At 3rd level, you gain advantage on saving throws against forced drafting, color agitation, and effects that would manipulate your emotions through your affinity color.

Bichrome

At 5th level, choose a second common color affinity. You may draft both colors and gain the affinity benefit of your second color.

Efficient Drafting

At 5th level, once per turn when you spend Will Points on a manifestation of your affinity color, reduce the cost by 1, minimum 1.

Venting and Streaming

At 7th level, you may spend 1 Will Point to vent excess color through your body. Choose one: add 1d6 damage to a draft, gain +10 feet movement until end of turn, or gain advantage on one Strength or Dexterity check using luxin movement.

Polychrome Potential

At 9th level, with DM approval, choose a third common color affinity. In campaigns where polychromes are exceptionally rare, this feature may instead grant one additional manifestation and one bonus Will Point.

Improved Drafting

At 11th level, you may maintain a number of active luxin constructs equal to your Wisdom modifier, minimum 1.

High Manifestations

At 13th level, you may learn high-tier manifestations. High manifestations are powerful, obvious, regulated, and memorable.

Master Drafter

At 15th level, once per short rest, you may draft an affinity-color manifestation as a bonus action if it normally requires an action.

Prism Potential

At 18th level, once per long rest, you may draft a common color you do not know, provided you have a light source. This costs 2 additional Will Points and always triggers a Halo Strain save.

Prismatic Avatar

At 20th level, once per long rest, for 1 minute you ignore light source requirements for your known common colors. During this minute, the first Halo Strain save you fail is treated as a success. The second is not.

Color Affinity Table

ColorPropertyAffinity BenefitTemptation
Sub-redHeat and flameResistance to fire damage for 1 round after spending Will on Sub-red.Impulse, wrath, hunger for immediacy.
RedSticky, tarry, burningWhen you damage a creature with Red, reduce its speed by 5 feet until your next turn.Passion, indulgence, obsession.
OrangeOily, slick, flexibleOnce per turn, add your Wisdom modifier to a shove, disarm, or misdirection draft.Manipulation, greed, clever excuses.
YellowSolid, bright, stableYour defensive constructs gain temporary hit points equal to your proficiency bonus.Complacency, delay, perfectionism.
GreenSpringy, flexible, wildWhen you draft Green, you may move 5 feet without provoking opportunity attacks.Rebellion, appetite, refusal of restraint.
BlueHard, crystalline, preciseGain +1 AC until your next turn after creating a Blue construct.Cold logic, envy, rigidity.
SupervioletDelicate, nearly invisibleGain advantage on one Investigation, Arcana, or Perception check involving fine detail after drafting.Pride, distance, over-analysis.

Sample Manifestations

ColorCantripLow, 1 WillMid, 2 WillHigh, 3+ Will
Sub-redWarm HandIgniteHeat LanceSun Furnace
RedRed SparkTar BombClinging InfernoPyrejelly Bloom
OrangeSheenOil SlickFalse AngleMirror of Want
YellowLight NailHardlight ShieldFortified WallBastion of Day
GreenSpring StepVine HookElastic LeapLiving Rampart
BlueBlue ShardCrystal BladeBlue ArmorPerfect Geometry
SupervioletInvisible MarkHidden TripwireVeil FieldUnseen Labyrinth
Chromatic Disciplines

Subclasses

Specializations Approved for Player Use

Luxin Architect

BlueYellowDefense

Architects build what others hide behind: shields, bridges, braces, barricades, field stairs, prison lattices, and the occasional beautifully over-engineered chair.

3rd: Measured Geometry

When you create a luxin wall, shield, platform, or brace, its hit points increase by your Drafter level. You gain proficiency in mason’s tools or carpenter’s tools.

6th: Field Bastion

As a reaction when a creature within 10 feet is hit, spend 1 Will Point to grant +2 AC against the triggering attack. If the attack misses, the shield remains as half cover until your next turn.

10th: Load-Bearing Light

Your constructs can support twice their normal weight and last twice as long. You may create simple bridges, ramps, and ladders as a bonus action if they are no longer than 15 feet.

14th: Citadel Moment

Once per long rest, spend 3 Will Points to create a defensive luxin formation in a 20-foot radius for 1 minute. Allies inside gain half cover. The first time each ally would be moved against their will, they may choose not to be moved.

Battle Drafter

Sub-redRedOrangeAssault

Battle Drafters turn light into threat. They are trained to end fights quickly, burn through enemy positions, and smile politely when a superior asks why the courtyard is smoking.

3rd: Combat Vent

When you deal damage with a draft, you may spend 1 Will Point to add 1d6 damage of the draft’s type. This increases to 2d6 at 11th level.

6th: Controlled Burn

You may exclude a number of creatures equal to your Wisdom modifier from the first area draft you create on your turn.

10th: Break the Line

When you reduce a creature to 0 hit points with a draft, you may move up to half your speed and make one cantrip draft without spending Will.

14th: Terrible Brilliance

Once per long rest, when you roll damage for a draft, choose maximum damage on half the dice. This automatically triggers a Halo Strain save after the draft resolves.

Wild Runner

GreenMovementSkirmish

Wild Runners use luxin to move like bad decisions given legs. They vault alleys, rebound off walls, lash enemies with vines, and treat “stable footing” as a polite suggestion.

3rd: Rebound Step

Your walking speed increases by 10 feet. When you draft Green on your turn, you may jump without spending extra movement.

6th: Elastic Escape

When a creature misses you with a melee attack, use your reaction to move 10 feet without provoking opportunity attacks. If you spend 1 Will Point, move 20 feet instead.

10th: Living Snare

When you hit a creature with a Green manifestation, you may force it to make a Strength save. On failure, it is restrained until the start of your next turn.

14th: Impossible Traverse

For 1 minute, you may move along walls, ropes, branches, rigging, and vertical surfaces without falling during your movement. Once per turn during this minute, you may pull one willing ally 10 feet.

Veiled Analyst

SupervioletControlSubtlety

Veiled Analysts prefer information to noise. They mark angles, conceal messages, build delicate traps, and win arguments three hours before anyone else realizes an argument began.

3rd: Invisible Handwriting

You can create hidden superviolet marks visible only to creatures able to perceive them. You gain proficiency in Investigation or Insight. If already proficient, gain expertise.

6th: Fine Thread

When a creature enters a space you trapped with Superviolet, it has disadvantage on the first save against that manifestation.

10th: Thoughtful Vanishing

Spend 2 Will Points to become lightly obscured for 1 minute, or heavily obscured until the end of your next turn if you remain still.

14th: Unseen Solution

Once per short rest, when you fail an Intelligence, Wisdom, or Dexterity check, you may add your Drafter level to the roll, representing a prepared invisible guide, mark, or thread.

Prism Aspirant

RareSupportStory-Gated

Prism Aspirants are not Prisms. Their instructors repeat this often. They are talented generalists who learn to balance multiple colors without immediately becoming a theological incident.

3rd: Balanced Eye

Choose one additional common color. You do not gain its affinity benefit yet, but you may learn manifestations from it.

6th: Careful Spectrum

Once per short rest, when you would make a Halo Strain save, you may roll with advantage.

10th: Harmonized Draft

When you draft two different colors on the same turn, choose one ally within 30 feet. That ally gains temporary hit points equal to your Wisdom modifier + your proficiency bonus.

14th: Borrowed Balance

Once per long rest, for 1 minute, reduce the Will Point cost of your first manifestation each turn by 1, minimum 1. When the minute ends, make a Halo Strain save.

Forbidden and Restricted Colors

Player-facing note: Paryl, Chi, Black, and White are not standard class options for level 1 inductees. In public lessons they are treated as mythology, heresy, sealed theology, assassin rumor, or medical warning. They require explicit DM permission and story discovery.

Light is useful. Discipline is survival.