Wizard
Base Class: Wizard

Prism mages root their tradition in esoteric techniques that detail the creation of unique magical nodes and relays. Theorized 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 utilizing 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 producing 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 hour 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. As well as cast spells through a prism as long as you are within 60ft of one. 

Prismatic Armor Mesh

At 2nd level, you have learned to weave your Prisms into a defensive shield to fortify yourself against harm. When you are hit by an attack or you fail a saving throw, you can use your reaction to gain a +2 bonus to your AC against that attack or a +4 bonus to that saving throw.

When you use this feature, you can’t cast spells other than cantrips until the end of your next turn.

Tactical Wit

Starting at 2nd level, your keen ability to assess tactical situations allows you to act quickly in battle. You can give yourself a bonus to your initiative rolls equal to your Intelligence modifier.

Arcane Resonance

Starting at 6th level, you can store magical energy within your Prisms to later empower your damaging spells. In its stored form, this energy is called a power surge.

You can store a maximum number of power surges equal to your Intelligence modifier (minimum of one). Whenever you finish a long rest, your number of power surges resets to one. Whenever you successfully end a spell with dispel magic or counterspell, you gain one power surge, as you steal magic from the spell you foiled. If you end a short rest with no power surges, you gain one power surge.

Once per turn when you cast a spell of 1st or higher, you can spend one power surge to deal extra force damage to that target, or alternatively you can add temporary hit points to allies within 20ft of a prism. The extra damage/temporary hit points are equal to your wizard level + your proficiency modifier + the number of prisms active.

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 shatters. 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.

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.

Previous Versions

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