Base Class: Wizard
Prism mages root their tradition in esoteric techniques that detail the creation of unique magical nodes and relays. Theorised as an off-shoot or derivative of sensors, these nodes, or ‘prisms’ as they are usually called due to their crystalline, scintillating appearance, are notable conductors and manipulators of arcane energy, enabling their conjurer to perform a number of wonders with them. Creatively minded and unbound by most conventions, Prism mages are infamous for utilising the unique properties of their creations in surprising, novel, and at times, frustrating ways.
Conjure Prism
You have been entrusted with the prism magic’s fundamental secret to produce arcane relays.
You can use an action to conjure a shimmering, magical prism in an unoccupied space you can see within 60ft of you. Each prism created in this way has a hit point maximum equal to your Wizard level + your INT modifier. The magical prism disappears after 1 minute or until you fall unconscious, you move more than 120ft away from it. As a bonus action, you can choose to dismiss any number of your magic prisms or move them to any unoccupied spaces you can see within 60ft of you.
At any time, you can see and hear as if you were in the space of a spell prism you control. Additionally, when you hit a target with a ranged spell, the prism also shoots a weaker version of the same spell, dealing half the damage you dealt.
Arcane Resonance
Your prism sentry reverberates and flares with each use of your arcana, discharging residual power.
When you cast a spell of 1st level or higher you can have any number of creature’s within 5ft of your spell prism gain hit points equal to twice that spell’s level for 1 minute, or take force damage equal to this amount instead. This can be activated up to a number of times equal to your INT modifier and you lose one use per creature targeted with this effect. The number of uses replenishes when you complete a long rest.
Prismatic Echos
Starting at 6th level, you can use an action to form 6 prism wards that float around your body. Each prism ward fits in a 5in cube. When a creature that you can see within 30ft of you takes damage, you can use your reaction to move 3 of your prism wards in front of the creature, forming a triangular barrier in order to absorb that damage. The barrier has the same hit points as a prism sentry (your Wizard level + your INT modifier). If this damage reduces the barrier to 0 hit points, the creature targeted takes any remaining damage. Once you create your prism wards, you cannot do so again until you complete a long rest
Prism Attunement
By 10th level, you have become accustomed to your prisms, allowing you to use them in more versatile ways. When you complete a long rest, you can choose to attune yourself to one of the three following options.
Defensive Bond
You gain the ability to grant a creature a measure of protection from death. A small 1in pyramid prism appears on the target's shoulder. The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the prism shatters. If the prism is still intact when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the prism shatter. This feature can only be used once per long rest..
Geometric Explosion
You point at a location within range. A glowing, 1-foot pyramid prism appears there and explodes in a 20-foot-radius sphere. Each creature in that area must make a DEX saving throw. On a failed save, a creature takes 10d4 fire damage and another 5d4 fire damage at the end of its next turn. On a successful save, a creature takes half the initial damage and no damage at the end of its next turn. You can use this feature once per short or long rest.
Sentry Vault
You choose to substitute your prism sentry's bonus attack ability with a more utility-based option. The prism sentry now has no duration and stays by your side until you choose to dispel it. The sentry can now hold up to 500lbs of material, which doesn't age, weather, or rot. You can use an Action to speak a single, chosen word and release the gem's contents on the ground. Contents are also released if you decide to change attunement.
Refraction Mastery
By 14th level, you have mastered your prism-creating abilities.
A prism created with the 'Conjure Prism' feature gains an extra 50 hit points. Additionally, the barrier formed by your 'Prism Echoes' feature gains an extra 30 hit points.
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