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Supplemental Material Contained herein are lore and rules for playing the PRISM class, by Vorrat. Dice Press, in the Eberron campaign selling ereaied by Keith Baker and Wizards of the Coast. ‘To play these subclasses, you require the Prism class document, alse available at DMsGuild.comt The prism brings a unique gameplay experience to the table. A prism has.a pool of influence that restomes at the start of each turn in combat, and increases in size steadily as they level. This influence is the fuel for their basic actions. called Projections —each turn and can be spent while using 4 projection to alter the emotional state of a target. This is done to both punish enemies and to bolster alli Most of a prism’s magie is focused on the manipulation of light, energy, and emotions. As a prism grows in power, they specialize into an aspect of the light knawn as a facet—a single way of interacting with the prisinatic world. Some specialice in manifesting hardened light inta weapons and twols. Some seek to manipulate the ambient light of the area around them to align everyone to the same emotions. Others selfishly seek to drain the light from the world around them to bolster their own radiance PRIsMs OF ENERRON Lakes this a step further, introducing subclasses based on the kalashar, a race descended from human monks fram Adar who bonded with extraplanar creatures known as the quori. Their dual nature is well sulted for prisms, those who embody the quori spirits and ‘manifest their power through light! Table of Contents Credits. Who Are the Prisms?. 3 Why Eberron? The Dreaming Dark Path of Light. Becoming a Prism in Eberron Duw'ulora Spirit Hashalag Spirit. Kalarag Spirit .. Tsoreva Spirit . Tsucora Spirit . REFACE, PrisMs oF EBrRRoN DUNGEONS & DRAGONS, Dab, Wizards of the Coast, Forgotten Realms, Raveniofl, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product names, and their respective logos are ‘trademarks of Wiards of the Coast in the USA.and ther countries. This work contains material that iseopyeight Wizards ‘ofthe Coast and/or other authors, Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild. All other original material in this wark is copyright 2019 by Vorras. Dict Press (unless otherwise stated) and published under the Commupily Content Agreement for Dungeon Masters Guild. S - Credits ~~ Designer and Producer. Steve Fidler Editor, Laura Hirshrunner une Writers. Steve Fidler, Laura Hirsbrunner Mechanical Consultants. Israel Moreira, Wil Brolley Layout Consultant. Nathanacl Roux Cover Character Illustrator. Lluis Abadias (modified by Steve Fidler) Cover Background. Bob Greyvensiein Page 3. Dal Quor Planar Symbol by Laura Hirsbrunner Page 5. Fire Mage by Jack Holliday Allother Art @ Wizards of the Coast, used with permission under the Community Content Agreement for Dungeon Masters Guild The following Da books provided material and inspiration: Eberron Campaign Setting. Keith Baker, Bil Sleviesek, and James Wyatt, (2004), Wizards ofthe Coast. Races of Eberron. Jesse Decker, Matthew Sernett, Gwendolyn FM. Kestrel and Keith Baker (2005), Wizards of the Coast Seerets ofSarlona, Keith Baker, Seo Fitzgerald Gray, Glenn MeDonald, and Chris Sims (2007), Wizards ofthe Coast Faiths of Eberron, jennifer Clarke Wilkes, ri Marmell, and CA Suleiman (2006), Wizards ofthe Coast Magic of Eberron, Bruce R. Cordell, Slepheen Schubert, and Chris Thomassan (2005). Wirards of the Coast Who Are the Prisms? Apprism is one who understands the nature of souls, tke light within and the power of magic. They rigorously train tbody and mind, conditioning themselves both to know their own soul and be able to reach into the souls of others. Unlike a monk, mastery of one’s awn self is only one half ofa whole—and to a prism, cach partis of equal importance. Prisms interact witha force known to them as inner light, whichis an analog for the intangible soul They manifest it in multiple ways, such as a radiant aura ora beam of forceful light. They also influence the inner light of others, drawing, their strength to the surface or filing their being with dread. Why Eberron? When talking about souls and their effect on body and mind, ‘one is inevitably drawn Lo the power of psiunics. While the Ibase prism class is aot strictly a psion and its default flavor is one of divine magic, many of their powers and abilities are similar lo traditional psionic magic and can be casily used to reflect psionic potential. In the world of Eberron, psicnic magic is widespread on the continent of Sarlona, where Adaran and kalashlar monks employ it for good. and the laspired do so far evil—while duergar also have. latent psionie abilities. Psions are far rarer on the continent of Khorvaire, primarily seen in Icalashtar settlements. The extraplanar daelkyr and their twisted creations also can have pstonic potential, including mind flayers, intellect devyourers, and doppelgangers. The Dreaming Dark The psionic power of the Inspired comes fram an extraplanar entity known as a quori. These evil creatures from Dal Quor, the Plane of Dreams, cannot directly walk the Material Plane, but execute their plots through the dreams ‘of mortals and possessing these creatures thal allow them, ‘The Dreaming Dark (used to refer to the combined forees of Dal Quor) even bred aline of humans, mixed with elvish and fiendish blood, as perfect vessels for the quori to possess. So despite their limited aceess to the Material Plane, the quori hold a large foothold on Eberron through their control af Ricdra. Though few know of their evil machinations, they are embroiled in anever-ending conflict with the kalashtar, who acts the antithesis of their plot to establish the dominance of the Inspired throuphaut Eberron. Path of Light ‘The kalashtar stand in direct contrast to the Inspired. 1,800 ‘yearsago,a group of 67 quori rebelled against the evil af the Dreaming Dark and fled ta the Material Plane. group of ‘Adaran nionks agreed Lo serve as lifelong hosts for the rebel {quori, merging the two into one body and creating the fest ‘kslashtar, 2 name that translates as “wandering dreams.” ‘This bond granted the kalashtar new abslties thal they can manifest through a physical, emotional, and mental bond vwith the quort. This is accomplished through 2 lifetime of| disciplined training, starting from a very young age. ‘All alashtar know of the Dreaming Dark, and actively seck to fight the influence of Dal Quor in the Material Plane. While every kalashtar follows the religious practiee knowns the Path of Light, sevking to usherin a new age of light in Dal Quor, some take theirusual training a step Further, becoming agents against all darkness. This conflict is waged not simply ona battlefield between two foes, but is a constant physical, mental, and spiritual struggle of light versus dark. ‘Thekalashtar who excel inthis training can become powerful psions and one might choose the path ofthe prism, maslering the empathetic connection with ather's souls. They dedicate thernselves to ooting the agents ofthe Dreaming Dark and to understanding the true intentions that lie withia the heartsof others To become a prism, one must know what lies within thelr ownheart,anda prism kalashtaris ikely to understand the nature of thelr bond moreso thar most other kalashtar. la doing so, they learn to better manifest the abilities unique to their quori WHO ARE THE PRISMS? PRISMS OF ERERRON 3 Becoming a Prism in Eberron. The traditional prise Eherran, and the kalashtar's unique di nply a master of a type o! ality of mind, lake this a step further. Any psionic: in Eb we outside af those y gilted character ‘al psionies is Lurally predisposed! to it an exceptional character of any race could manifest ron could play 2 psi psionic power nlooking al the core prism subclasses, the Halo Facet ‘achampionof the Silver Flame, channeling {supernatural evil and bring light its power ta fj darleness. Al of mast guidan lively, they could operate as the clergy i their power'as.a prism Lo alle i master of the carts, asoulknife and martial artist wha reads thei n's true intentions and acts decisivel H, adapl uunseling Lo those who ‘The Void Facet could be w: touched characters whoare influenced by the energies of Mabar, the Endless Night, perhaps born in a manifest zone to Mabar. They have honed their connection tw the entropy of hat plane and can snuffout the faintest light Alternately, a more sinister character could channel power from Tul Oresiika, an overlord knownas the Truth in the Dar Inaddition to these options, this supplement presents the Prisms oF Enennon, ve subclasses designed forthe kalashtar race one of the five different quori types who bonded v an monks millennia ago. While these subclasses have been designed specifically for use with the kalasitar race, they could be adapted for any the Path af Light that has honed mindand spirit—in this ease though you da aot have a quori bond, you have beea inspired each BECOMING A PRISM IN EBERRON brass or ERERRoN ‘manifestations to Similarly, a DM might choose to use these subclasses to create non-player characters such an Inspired villain. lis doin so, the DM should consider altering the damage types of all projections ta psychic and making liberal use of the mind-altering effects of the Empathy feature to disrupt and control others a 's primary abilities is Lo understand the fault. The nature ofthe kalashtar race is that thele mind ically fused with an extraplanar being knowa as quor. The kalashtar race was propagated from a small group of 67 individual quoribonded with hum monks. Asa resull, many living kalashtar sh lineage with other kalashtar Each kalashtar’s identity is shaped by the quori’s influence, but also by their e Asa result, should two kalashtar prisms from the same ea quori nes as an ind quorilineage ever meet, they would have a unique [bond of shared emotion and subconscious experience. This znight take the form of empathy, telepathy, or something more, A DM could consider introducing this ss aplot paint to an Eberr kkalashtar prisms Duw'ulora Spirit ofined by battle, the du'ulora are warlords and mighty soldiers among the quori, wielding Uhe embodiment of rage as their weapon of choice. The actions of du'ulora quors, ora kalashtar who is bonded with one, are deliberate and cise. The rage they incite in others is meant Lo create ‘openings for them and their allies to expluit, When all else fails, they can incite a burning rage so violent that thetr foe"s mind boils, Dutulora Spell List SpellLevel Spelt ast hellish rebuke 2nd mind spike=* ad fy kth wallof ire 5th immolation' Burning Rage AtZnd level, your quori’s power manifests as a rage of empathic tendrils, A number of inky black (entades equal to half your proficiency bonus (rounded up) appear surrounding your form. You can choose to dismiss these or cause them to reappear at any Lime (no action required) ‘These limbs have a reach of 30 feet. As a bonus action, you can use ene to allcmpLto grapple a creature you can see that is your size or smaller. The target must make a Strength saving thraw against your prisim spellsave DC, become grappled. Additionally, y in the following Project Light option: Project Rage. As an action, you deal 1d4 psychic damage and 144 fire damage to each creature grappled by your ‘manifestcd limbs. This damage inercases to 2d psychic damage and 2d4 fire damay: ch L1thlevel in this dass. Only 1 influence can be spent to manifest this projection. Aura of Fury Starting at 6th level, cach creature within 10 feet of you that is under the effect of the Fury empathy option has advanta ‘st hostile creature, and must g throw agaist yout prisin spell dave DCtthe startof each ofits bara de spells that turn "ALI5th level, he range of this empathiepresence increases to30feeL 1e unable Lo cast Swift Pursuit empathy option leaves the range of your Au feature, you can use your rogetion to move up tu your speed closer to iL Blackfury Upon reaching 15th level, you can eall om your quori to shroud those araund you in a veil of black lame. Asan actio eof magical darkness that extends from you in & 30-foot radius and lasts for 1 minute, ending early if you fall unconscious. This darkness does not impede your vision. Any creature other than you within this sphere is affected by the Fury empathy option for aslong as they remain inside iL. Once you use this feat you can't use it apain until you finish along, rest 8 your luen, you createa sph Hashalag Spirit Empathic Response The hashalag are to avoid cont extractin They do this eer Teast direct of all the quor when possible, They operate 2 ekeepers, nd using iLas power against athe: tir ned b wile and deceit, both of which are the abilities of prism. The ability to ri giv the ability to pull on their individual heartstrings like 2 marlonette Hashalag Spell List. __ le se Spell Level Spell ist command tnd olterse 3rd hypnaticpattem fh compulsion Sch synaptiestatic hha sense of sell n the upper hand before Asa reaction to rolling initiative, you can use ction to attempt to diffuse a creature's will to thoosea hostile erealure you ean see within 60 co rolled initiative. The Larget n throw against yaur prism spell save BC. On failed stimake a Wisdom anotler Wisdom saving throw. The ta the saving throw if is triggered by dan save, the charm ends. Quick Wit nd level. you hone your natural abilities ta real a state of Light fea aekltion steal ka aut advantage on Ona successful the emotional state of the target, you also beeome profic and add double our proficiency bonus to any ability check you make tl uses Deception, instead of your normal proficiency bonus. Hostile Empathy Starting at 6th lev them, Whene al reduces the temporary h IL the mind of ature deals points grant rier, you ean eause thal ervalure to make a Wisdom saving throw ag: ur spell save DC. Ona s psychic damage equal Lo th i points reduced, up o-an amount equal to Responsive Positioning At 11th ev quick eseap er feet of you, you jon to teleport to an empty space you can see within 15 fect af you. Additionally, whenever you teleport, your firstattack roll before th your flight respu eto combat allows you 8 lure moves within 15 of your nest turn is 1 ide with advantage Wave of Thought sir around you with a thought Ural takes root in the minds af others. You can cast mass suggestion, clther as an action or as a reaction to rolling initiative, without expending a spell slot. Charisma ‘our spellcasting, ability for i You can cast this spell once usi Kalarag Spirit ‘The kalaraq are beings of shadow and nightmare. They are the mast ambitious of the quot! spirits and wellepositioned in their hierarchy. Those that rebelled and became kalashiar still have this ambition and drive to rule, but in the pursuit ff vanquishing evi, drawa to the Path of Ligh. Kalashtar from a Ealaraq lines ge are extremely rare, and many bellawe het Be wiped out at his potnt, Bul Ui Kaw wha tight remain that have a particulary strong bond with their quart know the power that fear has ever one’s soul. The teachings and methods of the prism help them to harness this power: Kalarag Spell List SpellLevel spell it command eee eee 3rd ‘enemies abound un arcane eve sin seeming Soul Strip Starting at 2nd level, you ean call upan your quari spirit power lo sunder a ervature’s soul and manifest iL As a ‘bonus action, chaose a creature you can see within 60 feet of you. The target must make a Charisma saving throw against ‘your prism spell save BC. On a failed save, a spectral image ‘of that creature manifests within 5 feet af you. This image mimics the target's appearance and mavements, bul does at mave [roi the spot il was created. ‘Any altack or spell thal targets the spectral image, whieh is considered a creature for this purpose, is treated as though it targets the original creature. ‘The creature can repeat the Charisma saveat the end of each ofits turns, ending this effect carly on a success, The creature makes this saving throw with advantage ifs within S feet of the spectral image, or with disadvantage Lis more than 30 feel away. INL is ever more than 120 feet From the image, the effeet ends immediately and it takes psychic damage equal to your prismlevel. The speetral image disappears immediately ifthe creature dies. Acaeature without a saul, suchas some constructs, undead, and magically animated objects, is immune to this effect ‘True Seeming {ACh level your quori has showmt you the knowicdge that feat isa true subjupating pawer in this world and given you the ility i wieldit When you inflaence crestore with pani as described In your Ermpathy feature, you can choose to show that creature the true form of your quori. ‘To that creature, your form loses all definition and becomes GS caderryeaetontd agape Tipe cle eee Til the Gnd af your next ture, While under the effet of this feature the target has cleadvéntage on Inligence Wisdom, and Charisma saving throws against spells and effects you create Eyebinding Starting at 11th level, you can bind your sight to creatures that you influence. Immediately after hitting a creature with 4 projection attack or granting IL temporary hit points with projection barrier, you can use your bonus action to see through the target’s eyes until the start af your next turn You gain the benefits of any special senses that the creature thas, aswell as truesight within 10 feet. During this time, you sare blind with regard to your own senses. Soul Binding AL 15th level, you've learned to not only tear a soul fram a creature's being, but ta bind it to yours. Ifa ereature is, reduced to 0 hit points while under the effect of your Soul Strip feature, its speetral image remains on your plane of existence for Lminule. As an action, you can touch this, image and make 2 contested Charisma check Ifyou succeed, ‘you gainthe follawing benefits + You gain one trai from that creature's stal block, along with ‘one action or other feature from its stat block that requires an action or bonus action to use. The DM determines which, and has the information for you. Ifa feature has a saving, throw it uses your prism spell save DCas the DC. Ifa feature is an attack, youraltack bonus is equal o your Charisma modifier + your proficiency bonus, Some features might require. physiology you do not have, or equipment you are not wielding, When you use these features, your quori spirit manifests and acts for you, replicating the creatureas it was i ie I the creature was a Medium or smaller humanoid, 2s an action, you can unerringly assume its physical form, though none of your statistics change. Your equipment and belongings change shapetto fit your new form. Youshare the memories of the creature and knaw everything thal it knew in life, Unless. creature sees you make this change, Iwill ‘be unable to discern your true identity. You can revert back to your original form as an action, The benefits of this feature last until you complete along rest.al which point the soul leaves your being and passes on, and you regain the ability to use this feature. You retain the knowledge you learned (rom the creature even afler this cellect ends. Kaarag PRISMS OF EBERRON z Tsoreva Spirit Considered disposable in Dal Quor. the tsoreva quori are plentiful, loyal, and fierce. Among the kalashtar, those who come from a tsoreva lineage often find themselves in, familiar company among others of their race due ta the numbers, Despite that, they seek to carve their own place into legend and are drawa to the Path of Light and the fight against the Dreaming Dark Tsoreva, and many of their lealashtar wha harness their quori spirits by training as prisms, fight with two blades of psionic energy and tear their foes’ bodies and minds asunder. ‘Tsoreva Spell List SpellLevel Spall ist compelled duel 2nd _shadowblader« Sra haste 4h staggering smite Sth farstep™ Mindblade Starting al 2nd level, two blue blades of pure light protrude from your hands, known as mindblades, Each blade is 2 simple melee weapon with which you are proficient. They deal 1d6 psychic damage on a hit and have the finesse and light properties. These weapons can’t be dropped or disarmed, but you can dismiss them or cause them ta Feappear at any Lime (ne action required), ‘Additionally, you gain the following Project Light option: Projection Blade, As anaction, make melee weapon attack with one of your mindblades. This attack deals 144 additional damage for each influence you expended. On-alhit, ‘you can immediately use your bonus actian to make another melee weapon attack; on a hit, you rall half as many d4s of additional damage as youdid forthe previous attack, Skittering Step Also at 2nd level, you ‘your walking spec Dissolving Strike ‘AL6th level, you ean alter the physteal composition af your inindblade. Ones par burn, when you hit erealure teith & melee weapon altaek wilh inde, you can deal acid damage instead of psychic damage, and the target must make a Dexterity saving throw. Ona filed save, the acid corrodes ane weapon or set of armor of your choice that is being held or worn by the target. IF the equipment is armor, it takes a permanent -1 penally to the AC {Leffers. the equipment Isa etn ft fakes dpe rnanient 14 anally to damage roll ina climbing speed equal to half TSOREVA brusms oF Enerron Ceiling Stalker Whe you teach 11th level, your lmbing speed Becomes cejual to your walking spaced and yéu can diab oh vertical surfaces Such as ceilings. While eimbing 10 or mote feet above the ground, you have advantage on Dexterity (Stealth) checks. When you make an attack with advantage pained {rom hiding and both of the rells would hawe hit, your attack tbecomes a eritical hil Death in Service AL 15th level, a glorious death ean bring your foes to heel Ifyou take damage that reduces you to 0 hit points and doesn't all you outright, you can use your reaction ta detay falling unconscious, and immediately make a melee weapon aaltack with your mindblade against a creature you can sce, Ona hit, the target must make an Intelligence saving throw inst your prism spell save DC. On a failed save, you regain Thit point and the tar you are reduced to 0 hit points. If the targetis the ervature that reduced you to 0 hit paints, they automatically fil this save. A creature frightened in this way can repeat the save al the start ofeach af their turns, ending this effect early ‘Once you use this feature, you can't use ita Finish along rest et becomes [rightened of you until in until you Tsucora Spirit ‘The most common of the quori spirits tsucora seek to sti themselves apart and elevale thelr status at every Opportunity. Kalashlar of 2 Iswcora quorilin doubt and fear into the minds of th sowi adversar gives them the tools Lo manipulate a desired outcome, This ability is held in reserve by those prisms who manifest it except when faced by an evil threat that is deemed d of sueh invasive tactics Spell Level Spell ae eausefeart Ind misty step 3d vampiic touch 4th phantasmal kiler sh dream Spirit Sting A 2nd level, as a bonus2etion, you can manifest a spectral scorpion-like stinger and make a melee spell attack against a creature within 10 feet of you, On a hit, the target takes Ld piercing damage Fear Itself Alsoat 2nd level, veur quori’s affinity to fear and panic provides you a defense against it You have advantage on saving throws ayainst being frightened. At 15th level, you become immune to being frightened. ‘Terrifying Strike ing al 6th Level, you ean choose to have your sting affect the mind of your target rather than lls body. When you de: damage toa creature with your Spirit Sting, you ean chow to have the target become frightened of you for 1 minute, or until you lase concentration (as if yau were concentrating, ton a spell). At the end of each of the Largel’s turns bel this effect ends, the target must sueceed on a Wisdom saving. throw against your prism spell save DC or take 2410 psyehic damage. On a suceessful save, the clfect ends, ‘Once you use this feature, you must finish a shert or long rest before you can use it again Chitinous Defense ALLIth level, you ean use your reacti pues of ectoplasmic plates when you are targeted by an attack You wain a +4 bonus to AC against all subasequent attacks for the rest of the turn, o manifest Compelled by Fear Starting at 15th level, ance you've sown fear into the heart ofa ereature, you ean compel it to your whims. You ean cast mmond spell targeting creature that is frightened of you, without expending spell slot Whea you cast the spell in this way, you communicate the con pathicaly and the lar that succeeds on the saving throw la resist this spell sulomatically suereeels on saving throws against it for the ext 24 hours.

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