Magentamancer
"A unique magical class hailing from East Agathar, the Magentamancer wields a rare and radiant violet affinity, known as Magenta Magic. This elemental force, created to fight the Blights devastating their nation, is tuned to resonate with moral essence — searing evil creatures with amplified power while restoring life to nature-based beings and environments. Blending offense, restoration, and moral attunement, the Magentamancer brings balance through violet fire."
A Magentamancer uses a special affinity unique the them, Magenta. Magenta damage counts as Force and Radiant, but can and will heal anything that is nature-based, providing an advantage if fighting with nature-based allies but a disadvantage if fighting against nature-based enemies. Magenta deals more damage the more evil a creature is, with the least damage being dealt to casual criminals, and the most being dealt to evil-born creatures. Your damaging spells can also heal others, so use them carefully. Magenta can also heal or repair nature-based environments, like regrow burnt ground, or un-taint water.
Abilities:
Magenta-based Attacks:
Ray of Magenta
Burst of Magenta
Magenta Missiles
Colorblind Curse – You use an action point to mark a creature, preventing them from being healed. This mark is indefinite and can then be switched from enemy to enemy using bonus points so long as it is active. Requires Concentration.
Living Glyphs of Agathar – You summon a 3 turn long Magenta based glyph resembling the symbol of Agathar, resulting in a large wave of Magenta magic resurrecting any dead nature-based environmental objects. Anyone of evil nature that steps in the glyph will take constant damage, and anyone nature-based will take regeneration.
Mirror of Alignment (Reaction) - If an enemy attacks you with an evil spell, you may trigger this reaction, returning half of the spell to the enemy in the form of Magenta magic and marking them with a curse that will hit them with a duplicate of the next offensive spell you cast.
Restoration Field – You use an action point to activate a state in which, in a melee range around you, anywhere you walk is naturally restored and healed, including nearby allies and nature-based creatures.
Ultimate Ability – Violet Judgement – For 3 turns, all of your Magenta attacks deal damage with advantage to any enemies, even nature-based, and heal any allies, regardless of being nature-based. Every spell you cast during these 3 turns results in an additional wave of Magenta magic being released from you in a large radius, damaging and healing where according.

Type: Magic DPS
Weapon/Tool: Magentamancer Gloves
Origin: East Agathar