Base Class: Sorcerer
The students of Prismari College—first as apprentices and then as pledgemages—see no distinction between magic and art. No two Prismari students have the same style of spellcasting; each wields the elemental magic taught by the college in a way that expresses their personality. In the hands of Prismari students, spells that conjure fire or bend water to one’s will become vibrant and expressive showcases, thrumming with creative energy. Harnessing the elemental forces of their magic requires precision and grace, and some students dedicate themselves to chasing the ideal of perfect control, hoping that by doing so, they can accurately express what is churning within their minds.
Artistic Savant
Beginning at 1st level, your artistic nature allows you to double your proficiency when making Performance checks. In addition, all Performance checks are made with advantage.
Surge of Artistry
Starting at 1st level, as a bonus action you may move up to your speed, surrounding yourself with elemental magic as you move. Until the end of your turn, you can move through the space of other creatures. The first time you enter a creature’s space on a turn, that creature must succeed on a Dexterity saving throw versus your spell save DC or be knocked prone. If you end your turn in another creature’s space, you take 5 (1d10) force damage and are pushed into the nearest unoccupied space. This feature can be used a number of times equal to your proficiency bonus and recharges all uses on a long rest.
In addition, while you are within 5ft of an enemy, if you use a spell that deals cold or fire damage, it deals an additional die of damage.
Evasive Maneuvers
Starting at 6th level, if you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw and only half damage if you fail, provided you aren't incapacitated.
In addition, your movement speed increases by 5ft. It increases by an additional 10ft at 12th level.
Affinity of Element
At 14th level, you join one of the two philosophies surrounding Prismari. These philosophies offer different abilities as you advance in level. You obtain the ability to acclimate to the surroundings of a philosophy, altering what you are able to perform.
Philosophy of Expression: Heat Rod
You have surrounded yourself in flame and lightning so often during spellcasting that you've become able to transmit and resist it. You gain resistance to fire and lightning damage.
When dealing fire or lightning damage with a spell, you may deal an additional die of damage. This feature can be used a number of times equal to your Charisma modifier and recharges all uses upon finishing a long rest.
Philosophy of Perfection: Freezing Step
You are used to forming perfect structures of ice, allowing you to support yourself when moving across water and solidifying your resistance to icy temperatures. You gain resistance to cold damage.
In addition, you can walk across water and other liquids as if they were solid ground.
Prismari Surge
Beginning at 18th level, you can channel the elements native to your Prismari philosophy by using your Surge of Artistry feature, the effect changing depending on the path chosen at 14th level.
Philosophy of Expression: Flaming Leap
As a bonus action, you become wreathed in flames and are able to jump up to 30 feet in any direction. When you land, the flames erupt in a 10-foot radius around the area you land and then vanish. Each creature of the your choice in that area must succeed on a Dexterity saving throw equal to your spell save DC or take 7 (2d6) fire damage.
Philosophy of Perfection: Rushing Wave
As a bonus action, you are momentarily surrounded by a swirling wave of water and able to move up to 30 feet. When you move within 5 feet of any other creature during this bonus action, that creature must succeed on a Strength saving throw versus your spell save DC, or the creature is knocked prone and it can’t take reactions until the start of its next turn. A creature can suffer this effect only once during a turn.
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