1713687-VDP Prismatic Ally
1713687-VDP Prismatic Ally
1713687-VDP Prismatic Ally
ALLY
LIGHT STEVE
&
MAGIC FIDLER
Sidekick Rules (Prism)
The prism is a master of the magic of light. In particular,
the inner light that suffuses every living being and connects
Prism (Sidekick)
1st-level Medium humanoid
us. It’s a latent divinity within us that influences who we
manifest as in the world. A prism is set apart by mastering
the techniques of manifesting this light, called projections. Armor Class 13
In addition, they can infuse their projected light with the Hit Points 11 (2d8 + 2)
power to alter the inner light of other living creatures. Our Speed 30 ft.
light guides who we are and how we act. When our light
burns red hot, we are prone to fits of rage. When our light
seethes a cool blue-green, we are calm and at peace. STR DEX CON INT WIS CHA
When introducing a prism sidekick, consider the needs of 10 (+0) 13 (+1) 12 (+1) 10 (+0) 10 (+0) 15 (+2)
your party. A prism is a natural sidekick because they work
behind the scenes, bolstering allies, debuffing enemies,
Saving Throws Cha +4
and massaging the compliance of ungenerous quest givers
Skills Insight +2, Performance +4, Persuasion +4
by plying their social talents and magic. Your players will
Senses passive Perception 10
feel good having a prism alongside them, and despite their
Languages Common, plus one of your choice
radiance, never feel outshined.
Bright Strike
1st-level evocation
Casting Time: 1 bonus action
Range: Self
Components: V, S
DUNGEONS & DRAGONS, D&D, Wizards of the Coast,
Duration: Concentration, up to 1 minute
Forgotten Realms, Ravenloft, Eberron, the dragon
You imbue your spells with the burning light of your soul. ampersand, Ravnica and all other Wizards of the
The next time you hit with a spell attack during this spell’s Coast product names, and their respective logos are
duration, your attack deals an extra 2d6 radiant damage. trademarks of Wizards of the Coast in the USA and
Additionally, you cause the target to shine bright light in a other countries.
15-foot radius and dim light for another 15 feet beyond that
for the duration of this spell. This work contains material that is copyright Wizards
of the Coast and/or other authors. Such material is
Muddle used with permission under the Community Content
1st-level enchantment Agreement for Dungeon Masters Guild.
Casting Time: 1 action
Range: 60 feet All other original material in this work is copyright
Components: V, S 2019 by Vorpal Dice Press (unless otherwise
Duration: Concentration, up to 1 minute stated) and published under the Community Content
Agreement for Dungeon Masters Guild.
You choose a creature in range of this spell and attempt
to flood its mind and soul with a series of confusing and
nonsensical thoughts and feelings. The target must make an
Intelligence saving throw. A creature with an Intelligence
score of 2 or lower can’t be affected by this spell. A creature
that fails this saving throw must roll a d6 and subtract the
number rolled from all its attack rolls and ability checks,
as well as its Constitution saving throws to maintain
concentration. The target can make an Intelligence saving
throw at the end of each of its turns, ending the effect
on a success.
Credits
Designer and Producer. Steve Fidler
Art. Prism and Release the Krakin covers by Lluis Abadias