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 CoastWho 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
3Becoming 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 prismsDuw'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 sphHashalag 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 usiKalarag 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
zTsoreva 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 youTsucora 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.