Wizard & Homebrew

INITIATE OF THE SEVENFOLD VEIL

Colors are imbued with their own magical properties. Just as exotic substances and mystic words have the power to repel certain creatures, colors also harbor innate properties that can be brought forth by the skilled mage, culminating in the perfection of the prismatic wall or prismatic sphere. Few spells match the beauty and power of these potent abjurations. They are perfect defenses, representing a union of magical lore and keen insight into the workings of nature. A master of defensive magic, the Initiate of the Sevenfold Veil approaches the prismatic barrier by mastering one by one its constituent veils or layers.

Inspired on the Initiate of the Sevenfold Veil prestige class from DnD 3.5


Veil Warding

When you choose this school at 2nd level, you learn how to manipulate the sevenfold veil to create powerful wards. As a reaction, you can use one of the following veils depending on your level:

  1. Red. Triggered when you take fire damage. You gain resistance to the target damage.
  2. Green. Triggered when you take poison damage. You gain resistance to the target damage.
  3. Blue. Triggered when you take cold damage. You gain resistance to the target damage.
  4. Orange. Triggered when you take acid damage. You gain resistance to the target damage.
  5. Yellow. Triggered when you take lightning damage. You gain resistance to the target damage.
  6. Indigo. Triggered when you are subject to an effect that imposes the restrained condition or when you try to escape a grapple. You roll width advantage.
  7. Violet. Triggered when you are subject to an effect that imposes the blinded condition. You roll the save width advantage.

You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.

You know one veil per level in this class. As an example, a 4th level initiate has access to the red, green, blue, and orange veils. At 7th level, you master all the veils.


Unanswerable Strike

At 6th level, an initiate can raise two veils at once. Any time you use your warding, choose an ally within 30 feet of you. The ally gain the benefits of your choosen ward. Additionally, until the end of your next turn, the first time both you or your ally cast a cantrip or make a weapon attack roll, you choose acid, cold, fire, lightning, poison, or thunder and the target takes 1d10 extra damage of the type you chose.


Kaleidoscopic Doom

Starting at 10th level, an Initiate of the Sevenfold Veil learns the secret of the awesome kaleidoscopic doom. She designates one creature within 60 feet and turns prismatic effects against the creature. Roll a d8 to determine which color affects the creature. Whenever you roll a 8, you choose two different colors. Use your wizard spell save DC for any effects that require a saving throw.

Design note: the initial damage of the Kaleidoscopic Doom is balanced around the firebolt cantrip.


  1. Red. The target ignite in flames taking 4d10 fire damage. At the start of each of its turns until the effect ends, the target must make a Dexterity saving throw. On a failed save, it takes 1d10 fire damage. On a successful save, the effect ends.
  2. Orange. The target skin boils with acid taking 4d10 acid damage. Until the end of your next turn, attack rolls made by the the creature have disadvantage.
  3. Yellow. The target is deafened by thunder taking 4d10 thunder damage. Until the end of your next turn, the target cannot take reactions.
  4. Green. The target suffocates in poison taking 4d10 poison damage. At the start of each of its turns until the effect ends, the target must make a Constitution saving throw. On a failed save, it takes 1d10 poison damage. On a successful save, the effect ends.
  5. Blue. The target shivers with cold taking 4d10 ice damage. At the start of each of its turns until the effect ends, the target must make a Strength saving throw. On a failed save, it takes 1d6 ice damage and its speed is reduced by 10 feet. On a successful save, the effect ends.
  6. Indigo. The target is struck by raw magic taking 4d10 force damage. Until the end of your next turn, attack rolls against the creature have advantage.
  7. Violet. The target is dazzled by prismatic light. The target is blinded (regardless of tremor sense or blindsight) until the start of its next turn. The target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing. On a successful save, the effect ends.

You can use this feature twice. You regain all expended uses of it when you finish a long rest.

art by Phoenixlu