Prismatic Knight (5e Class)
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|A Green Prismatic Knight holding his Prismatic Cube|
You are the mortal instrument of your Prismatic Lord or Lady (Red, Orange, Yellow, Green, Blue, Indigo, and Violet). The Power of the Prism courses through your body. Your vision is filled with many colored lines of force and magic. By manipulating the attractive and repulsive forces around you, you can accomplish feats of evocation and conjuration on par with the strongest of wizards. Armed with knowledge and martial skill, you are ready to engage and overcome whatever foes or obstacles stand in your lieges way.
Deep in the bottom of the Chromatic Keep lies an instrument of immense power known as the Prism. The One True Prism sits on a planar junction tapping into Prismatic Energy. The Lord of Light created the Prism to give his people a tool to harness the unifying energy of the universe. Whether a trick of birth or a matter of will, some can survive the initiation of the Prism. The initiate is brought into the Prism Chamber and must walk the golden path around the immense crystal construct. Those who successfully complete the initiation with out disappearing, dying or spontaneously burning to ash, achieve an attunement to the pervasive power of the Prism.
- 1 Creating a Prismatic Knight
- 2 Class Features
- 3 Prismatic Archetypes
- 3.1 Prismatic Warrior
- 3.2 Prismatic Seer
- 3.3 Cantrips
- 3.4 Multiclassing
Creating a Prismatic Knight
When creating a Prismatic Knight, ask yourself the following questions: Why would you risk your life and sanity to become a Prismatic Knight? What brought you into the service of a Prismatic Lord? Is your Prismatic Knight a cool and collected Warrior or a volatile Berserker? Which color do you orient toward?
How did you get to the Prismatic Realms? Was it an elaborate spell? A planar portal? Or Did Prismatic Knights stumble through a Prismatic Crossing?
Lastly, what is the shape and nature of your Personal Prism?
- Quick Build
Prismatic Knights can make a Prismatic Knight quickly by following these suggestions. First, Strength or Wisdom should be a Prismatic Knight's highest ability score, followed by Constitution.
As a Prismatic Knight you gain the following class features.
- Hit Points
Armor: Light Armor, Medium Armor, Shields
Weapons: Simple, Sword, Lance
Saving Throws: Constitution, Wisdom
Skills: Choose 3 from Athletics, Acrobatics, Animal Handling, Arcana, History, Insight, Investigation, Medicine, Persuasion, Perception, Stealth, Survival.
You start with the following equipment, in addition to the equipment granted by your background:
- (a) A lance or (b) 2 longsword
- (a) Personal Prism or (b) Prismatic Cube
- (a) Studded Leather Armor or (b) Chain Shirt
- (a) Explorers Pack or (b) Adventurers Pack
|Prismatic Range||Features||Cantrips Known||Spells Known||—Spell Slots per Spell Level—|
|2nd||+2||-||Spellcasting, Prismatic Strike, Fighting Styles||2||2||2||—||—||—||—|
|3rd||+2||-||Prismatic Archetype Feature||2||3||3||—||—||—||—|
|4th||+2||-||Ability Score Improvement, Prismatic Sense||2||3||3||—||—||—||—|
|6th||+3||+10 ft||Prismatic Shift||2||4||4||2||—||—||—|
|7th||+3||+15 ft||Prismatic Archetype Feature||2||5||4||3||—||—||—|
|8th||+3||+15 ft||Ability Score Improvement, Ability Score Improvement||2||5||4||3||—||—||—|
|9th||+4||+20 ft||Prismatic Resistance||2||6||4||3||2||—||—|
|10th||+4||+20 ft||Prismatic Archetype Feature||3||6||4||3||2||—||—|
|11th||+4||+25 ft||Prismatic Augmentation||3||7||4||3||3||—||—|
|12th||+4||+25 ft||Ability Score Improvement, Ability Score Improvement||3||7||4||3||3||—||—|
|13th||+5||+30 ft||Prismatic Mind||3||8||4||3||3||1||—|
|14th||+5||+30 ft||Ability Score Improvement||3||8||4||3||3||1||—|
|15th||+5||+35 ft||Prismatic Archetype Feature||3||9||4||3||3||2||—|
|16th||+5||+35 ft||Ability Score Improvement, Ability Score Improvement||3||9||4||3||3||2||—|
|17th||+6||+60 ft||Resilient Prism||4||11||4||3||3||3||1|
|18th||+6||+60 ft||Prismatic Archetype Feature||4||11||4||3||3||3||1|
|19th||+6||+65 ft||Ability Score Improvement, Ability Score Improvement||4||13||4||3||3||3||2|
|20th||+6||+65 ft||Prismatic Paragon||5||13||4||3||3||3||2|
At 1st level, the prismatic knight gain access to a prismatic artifact called prism. The prism is central to a prismatic knight's power. Upon embarking on the Golden Circle Trial the initiate is given a small finger sized sliver of the One True Prism. The shape of the prism changes as the initiate progresses through the trial and if successful as the Prismatic Knight grows in Power. All abilities arise from the entanglement of the two. The Prismatic Knight must be in possession of and in contact with their Prism to utilize any prismatic knight class feature. The prismatic knight suffers 6d6 damage should their Prism be destroyed or damaged beyond three-quarters of its total. The Prism in its base form is made of Living Crystal and has 30 hit points.
Looking through their Prism, Prismatic Knights see the world in an assortment of lines of force. Different colors denote different effects. Even in the absence of sight, while holding the Prism they detect magic as a sort of warm feeling, whilst presences without magic register as cold voids. As an action, prismatic knights may utilize his or her Prism to ascertain the location of any construct, fiend, or magical creature within 60 ft that isn't behind total cover. Prismatic Knights know the type (construct, fiend, or creature) of any being whose presence Prismatic Knights sense, but not its identity. Within the same radius, Prismatic Knights also detect the presence of any place or object that has been consecrated or desecrated. Prismatic Knights can use this feature a number of times equal to 1 + Prismatic Knight's Charisma modifier. Upon completing a long rest, the Prismatic Knight regains full use of this ability.
As a conduit your prism grants you the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the cleric spell list.
At 1st level, you know one cantrip of your choice from the wizard spell list from the abjuration or evocation school. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the spell table.
- Preparing and Casting Spells
The Spell table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of spells that are available for you to cast, choosing from the wizard spell list that are either abjuration or evocation. When you do so, choose a number of spells equal to your Wisdom modifier + your Prismatic Knight level (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 5th-level Prismatic Knight, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell shield, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of spells requires time spent in meditation with your prism: at least 1 minute per spell level for each spell on your list.
- Spellcasting Ability
Wisdom is your spellcasting ability for your spells. The power of your spells comes from your experience with mastering prismatic energy through your prism. You use your Wisdom whenever a Prismatic Knight spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Prismatic Knight spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
- Spellcasting Focus
You use your prism as a spellcasting focus for your Spells.
Starting at 2nd level, when you hit a creature with an attack, you can expend one spell slot to deal force damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8.
At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
While you are wearing armor, you gain a +1 bonus to AC.
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
- Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Ability Score Improvement
At 4th level, and again at 8th, 12th, 16th and 19th level, Prismatic Knights can increase one ability score of Prismatic Knights choice by 2, or Prismatic Knights can increase two ability scores of Prismatic Knights choice by 1. An ability score can not increase above 20 using this feature.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on their turn.
At 6th level, as a bonus action, you can expend a 2nd-level or greater spell slot and call upon the power of the prism to dimensionally shift yourself, a willing medium sized or smaller creature, or a free object of no more than 350 pounds. Briefly surrounded by a rainbow shimmer, the target is teleported to an unoccupied space that you can see, up to a distance equal to the shown on Prismatic Range column on the Prismatic Knight table.
At 9th level, you become immune to poison, diseases and to the poisoned condition.
At 11th level, continued exposure to prismatic energy has strengthened your vitality. This energy courses through you, granting a strong constitution and resistance to magic. Your Constitution score increases by 1 and again at 13th and 16th level (to a maximum of 20).
In addition, you gain a bonus off +1 on all saving throws made to resist magical effects. This bonus increases to +2 at 13th level and to +3 at 16th level.
At 13th level, your mind has become so bound with the prism that you no longer need to sleep. You gain the benefits of a long rest after 4 hours of meditation.
In addition, you gain advantage against any spell effect that would inflict the unconscious condition on you.
At 17th level, your entanglement with your prism grows, until both are almost one. If the prism is destroyed or severely damaged, you take 10d12 psychic damage. If you survive, the prism will regrow in the center of your chest within 24 hours.
In addition, the prism can now be utilized up to 150 ft. away from the Prismatic Knight.
At 20th level, you can radiate prismatic energy, to the point of glowing. You may now now take an action to temporarily merge with the prism for 1 minute with the following affects:
•Whenever you have to make a saving throw against a magical effect or spell you add a bonus equal to your Wisdom modifier. If it is a Wisdom saving throw, the Wisdom modifier is doubled.
•Your attacks deal an additional 1d8 force damage.
•As long as it is only the Prismatic Knight, you can use Prismatic Shift without expending a spell slot
You can use this feature once, being unable to do it again until you complete a long rest.
In addition, you no longer age and can't be magically aged.
The power of the Prism lends itself to many uses both Intrinsic and Extrinsic. Starting at level 3, Prismatic Knights commit to an Extrinsic or Intrinsic specialization in the power of the Prism. Each option offers a variety of different skills. The Prismatic Warrior focuses the energy of the Prism inward allowing feats of martial prowess. The Prismatic Seer focuses the energy of the Prism outward utilizing it in subtle yet equally as effective means. Both paths grant abilities at 3rd, 7th, 10th, 15th and 18th level.
The Prismatic Warrior surveys the battlefield. A rainbow shimmer flashes across his blade as he draws his weapon. His eyes glow with a deep blue as he charges into battle at breakneck speed.
Prismatic Warriors seek to bring out the physical prowess of their Prism and often put this power to brutal effect on the field of battle:
Specialized Martial Training
You have trained to master the use of heavy armor and practiced extensively with specific weapons, gaining the following benefits: You gain proficiency with heavy armor. You gain proficiency with four weapons of your choice.
You can push yourself beyond mortal limits for a moment. On Your Turn, you can fill yourself with Prism energy and take one additional action on top of your regular action and a possible Bonus Action. The prismatic energy takes its toll, however, and causes 1d8 damage to you as a consequence. You can use this feature once per long rest.
At 7th level, The Prismatic Knights may entangle their essence with one weapon that Prismatic Knights are proficient with. To do so, Prismatic Knights must take a short rest to entangle themselves with the weapon. When Prismatic Knight does so, the weapon takes on a magical appearance whenever the Prismatic Cavelier wields it. Whenever Prismatic Cavelier makes an attack with his or her Prismatic weapon it will score a critical on a roll of 19-20. Any other entity using this weapon suffer disadvantage on all attack rolls with it. Prismatic Cavaliers have the capacity to entangle with up to two weapons at a time. Prismatic Knights can create a bond with a new weapon by performing a ritual that takes one hour which will replace the bond of his or her choice.
Prismatic Strike Upgrade
Starting at 10th level, The Prismatic Knight's strikes deals d10 damage die versus the previous d8.
Starting at 15th level, you naturally focus your Prism's energy through your bonded weapons resulting in any of your bonded weapon's attacks scoring a critical hit on a roll of 18–20 when used by you.
At 18th level, once per long rest you may cast Prismatic Foresight.
Components V S M
Material Personal Prism
Duration 3 minutes
Casting Time 1 Action
You touch a willing creature with your Prism and bestow a limited ability to see into the immediate future. For the Duration, the target can't be surprised and has advantage on Attack rolls, Ability Checks, and saving throws. Additionally, other creatures have disadvantage on Attack rolls against the target for the Duration. This spell immediately ends if you cast it again before its Duration ends
The Prismatic Seer peers into the crystal reaching outward to make a connection through the nether. A tentative link comes to life which quickly strengthens into a mind to mind link across the distance.
The Prismatic Seer learns two additional cantrips. The Seer also learns one additional spell per level (from 3rd level onward) and gains the access to Conjuration Wizard spells.
Ritual Spell Casting
The Prismatic Seer may cast any spell with the ritual tag with proper preparation as a ritual.
At 3rd level, Prismatic Seers can gaze through the reflections of the world, granting Prismatic Seers low-light up to vision 180 feet. If you already posses Darkvision from another source this adds 120 feet onto its range. Additionally, Prismatic Seers adeptness at seeing what is hidden allows you to add your proficiency bonus to perception checks. If you are proficient with the perception skill, instead add one and a half (rounded down) times the proficiency bonus whenever making a perception check. The Prismatic Knight can also sense portals or teleportation within a 60 ft radius.
You have learned to regain some of your Prismatic energy by meditating upon your Prism. Once per day when you finish a Short Rest, you can choose expended Spell Slots to recover. The Spell Slots can have a combined level that is equal to or less than half your Prismatic Knight level (rounded up), and none of the slots can be 6th level or higher.
At 7th level, the Prismatic Seer gains the ability to use the clairvoyance spell once per long rest.
Improved Prismatic Artifact
At 10th level, by feeding on the Prismatic Seer's own energy, his or her Prism has grown in power. The Prism grows to a size of 5 inches in diameter and can withstand up to 100 points of damage. Once per long rest, you may break off a part of the Prism. With concentration, you can communicate telepathically with the person or creature in possession of and in contact with the spawned Prism as per the spell Telepathy.
At level 18, you have become so in tune with Prismatic Forces that you have become able to open a Gate to creatures or individuals in possession of and contact with a Spawned Prism. Range 60 ft Components V S M Material A Spawned Crystal Prism from the Seer's Personal Prism Duration Up to 1 minute Casting Time 1 action School Conjuration Concentration dependent.
When you open the Gate, you can speak the name of the specific creature (a pseudonym, title, or nickname doesn't work). If that creature is in possession of and in contact with the Spawned Prism, the portal opens in the named creature's immediate vicinity and allows for transit to or from.
You conjure a portal linking an unoccupied space you can see within range to the precise location on a different or same plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the Duration.
The portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other side, appearing in the unoccupied space nearest to the portal.
Deities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains.
Prismatic Knights may learn:
Evocation cantrip Casting Time: 1 action Range: 5 feet Components: V, M (a weapon) Duration: Instantaneous As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and a chromatic shimmer of energy (corresponding to the Prismatic Knights aligned color) augments the damage from the strike. On a successful hit the creature takes base damage including any modification for criticals plus 1d8 plus your spellcasting ability modifier.
This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 damage to the target, and again by 1d8 at 11th level and 17th level.
Evocation cantrip Casting Time: 1 action Range: 5 feet Components: V, M (a weapon) Duration: 1 round As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. This spell causes the blade to shift between planes increasing the likelihood to hit and the damage. The spell adds 1 plus your spellcasting ability modifier to the attack roll and on a hit, the target suffers the attack's normal effects plus phase damage equal your spellcasting ability modifier.
In order to become a Prismatic Knight, you must be sponsored by a Prismatic Lord or Lady who has access to the One True Prism which sits on the nexus of planes. Once there, you must successfully complete the Golden Circle Trial: DC 10 Wisdom check vs disappearing into an unknown plane of existence and a DC 10 Constitution check versus sudden death and a DC 10 Charisma check versus immolation. The difficulty and odds of success are greatly modified by your sponsors degree of attunement to the One True Prism.
Prerequisites. To qualify for multiclassing into the Prismatic Knight class, you must meet these prerequisites: Charisma 13, Constitution 13
Proficiencies. When one multi-classes into the Prismatic Knights class, they gain the following proficiencies: simple, long sword and lance weapons as well as shields, light armor, and medium armor.