The Drafter
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
- A simple weapon or short sword.
- A light crossbow and 20 bolts, or two daggers.
- Scholar’s pack or explorer’s pack.
- Drafter’s lenses or tinted spectacles.
- Student robes, a wax tablet, charcoal stylus, and a written warning from your first instructor.
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.
- Failure by 1–4: Disadvantage on your next Halo Strain save before your next long rest.
- Failure by 5+: Gain 1 Break Point.
- 3 Break Points: Your iris visibly cracks. You suffer short-term color agitation; disadvantage on one social check chosen by the DM each day.
- 5 Break Points: You risk Halo Breaking. Make a DC 15 Wisdom save. On failure, your transformation begins and becomes a major story consequence.
Drafter Progression
| Level | Prof. | Features | Will Points | Known Manifestations |
|---|---|---|---|---|
| 1 | +2 | Color Affinity, Drafting, Halo Strain | 1 + Wis | 2 cantrips, 1 low |
| 2 | +2 | Focused Source, Emergency Seal | 2 + Wis | +1 low |
| 3 | +2 | Chromatic Discipline, Halo Awareness | 3 + Wis | +1 low |
| 4 | +2 | Ability Score Improvement | 4 + Wis | +1 low |
| 5 | +3 | Bichrome, Efficient Drafting | 5 + Wis | +1 mid |
| 6 | +3 | Discipline Feature | 6 + Wis | +1 low |
| 7 | +3 | Venting and Streaming | 7 + Wis | +1 mid |
| 8 | +3 | Ability Score Improvement | 8 + Wis | +1 low |
| 9 | +4 | Polychrome Potential | 9 + Wis | +1 mid |
| 10 | +4 | Discipline Feature | 10 + Wis | +1 low |
| 11 | +4 | Improved Drafting | 11 + Wis | +1 mid |
| 12 | +4 | Ability Score Improvement | 12 + Wis | +1 low |
| 13 | +5 | High Manifestations | 13 + Wis | +1 high |
| 14 | +5 | Discipline Feature | 14 + Wis | +1 mid |
| 15 | +5 | Master Drafter | 15 + Wis | +1 high |
| 16 | +5 | Ability Score Improvement | 16 + Wis | +1 low |
| 17 | +6 | Greater Will | 17 + Wis | +1 high |
| 18 | +6 | Prism Potential | 18 + Wis | +1 mid |
| 19 | +6 | Ability Score Improvement | 19 + Wis | +1 high |
| 20 | +6 | Prismatic Avatar | 20 + 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
| Color | Property | Affinity Benefit | Temptation |
|---|---|---|---|
| Sub-red | Heat and flame | Resistance to fire damage for 1 round after spending Will on Sub-red. | Impulse, wrath, hunger for immediacy. |
| Red | Sticky, tarry, burning | When you damage a creature with Red, reduce its speed by 5 feet until your next turn. | Passion, indulgence, obsession. |
| Orange | Oily, slick, flexible | Once per turn, add your Wisdom modifier to a shove, disarm, or misdirection draft. | Manipulation, greed, clever excuses. |
| Yellow | Solid, bright, stable | Your defensive constructs gain temporary hit points equal to your proficiency bonus. | Complacency, delay, perfectionism. |
| Green | Springy, flexible, wild | When you draft Green, you may move 5 feet without provoking opportunity attacks. | Rebellion, appetite, refusal of restraint. |
| Blue | Hard, crystalline, precise | Gain +1 AC until your next turn after creating a Blue construct. | Cold logic, envy, rigidity. |
| Superviolet | Delicate, nearly invisible | Gain advantage on one Investigation, Arcana, or Perception check involving fine detail after drafting. | Pride, distance, over-analysis. |
Sample Manifestations
| Color | Cantrip | Low, 1 Will | Mid, 2 Will | High, 3+ Will |
|---|---|---|---|---|
| Sub-red | Warm Hand | Ignite | Heat Lance | Sun Furnace |
| Red | Red Spark | Tar Bomb | Clinging Inferno | Pyrejelly Bloom |
| Orange | Sheen | Oil Slick | False Angle | Mirror of Want |
| Yellow | Light Nail | Hardlight Shield | Fortified Wall | Bastion of Day |
| Green | Spring Step | Vine Hook | Elastic Leap | Living Rampart |
| Blue | Blue Shard | Crystal Blade | Blue Armor | Perfect Geometry |
| Superviolet | Invisible Mark | Hidden Tripwire | Veil Field | Unseen Labyrinth |
Subclasses
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.