1713687-VDP Prismatic Ally

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PRISMATIC

ALLY

a sidekick option for

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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.

Proficiencies Unarmored Defense. While the prism is wearing


no armor and wielding no shield, its AC includes its
The prism sidekick is proficient in simple melee weapons
Charisma modifier.
and one tool of your choice from among calligrapher’s kit,
glassblower’s tools, or painter’s supplies.
Actions
Advancement Projection Attack. Ranged Spell Attack: +4 to hit,
When your sidekick gains a level, consult the table below range 60 ft., one target. Hit: 5 (1d6 + 2) radiant
and the row appropriate to the new level. These features are damage.
added to the sidekick’s statblock. In the case of the prism Projection Barrier. Choose one creature within 60
sidekick, note that at 2nd level you gain the Spellcasting feet. The prism projects a barrier of light that grants
feature and any rules associated to it. that creature 1d6 temporary hit points. This lasts until
the end of the prism’s next turn.

Prism Sidekick Advancement Table


Level Hit Points New Features
Spellcasting. The prism gains two 1st-level spell slots and learns two 1st-level spells: bright strike ҈ and
2nd 16 (3d8 + 3)
muddle ҈ . The prism’s spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks)
Projections. The prism’s actions, Projection Attack and Projection Barrier, have their 1d6 increased to 2d6.
Empathy. On the prism’s turn in combat, it can incite anger or bravery into a creature as a bonus action.
Choose a creature within 60 feet and one of the following effects.
3rd 22 (4d8 + 4)
Anger. The target must spend twice as much movement to move further away from the closest hostile
creature it can see when this feature is used until the end of its next turn.
Bravery. The target has advantage on its first attack roll before the end of its next turn.
Ability Score Improvement. The prism’s Charisma score increases by 2, raising the modifier by 1, so increase
4th 27 (5d8 + 5) the following numbers by 1: their Armor Class; the Charisma saving throw bonus; the Performance and
Persuasion bonuses; and the bonuses to hit and damage of the prism’s spell attacks.
Proficiency Bonus. The prism’s proficiency bonus increases by 1, so make the following changes in the stat
block: increase the bonuses in the Saving Throws and Skills entries by 1, and increase the bonuses to hit of
5th 33 (6d8 + 6) the spell attacks by 1.
Spellcasting. The prism gains one 1st-level spell slot and one 2nd-level spell slot. The prism also learns one
1st-level spell and one 2nd-level spell: healing word and pyrotechnicsXGE.
Refraction. You can use your action to manifest two projections, either with your Projection Attack or
6th 38 (7d8 + 7)
Projection Barrier.

2 Light & Magic: Prismatic Ally


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҉ Sidekick
Nobock Brightforge
Lawful Good, Mountain Dwarf, Male, 325 years old
Appearance. Nobock carries himself with an elegant and
regal disposition. He shrouds himself in brightly colored silks,
like a living tapestry. His aged white beard is kept tied in a
tight knot and his hair tied back as well, putting his youthful
face on proud display for all to see. He keeps his nails well
trimmed, his nostrils as well, and is as much unlike any other
mountain dwarf as an elf would be.
Characteristics. His heart and belly are not stoked with the
fiery temper of a normal dwarf, but deep within his soul, the
fires of a thousand forges burn brightly. His stoic and calm
nature disguise his true fury.
Bond. An immaterial thing, Nobock carries with him a clear
gemstone he found early in his life. While excavating a vein of
ore, this twinkling gem fell as his feet. What he saw when he
looked inside, he has never shared with anyone, but it set him
on this path in life.
Flaw. Nobock carries with him a deep distain for his home.
The city under the mountain where he was raised was
steeped in darkness, and he has never found comfort there.
Tone. His demeanor elicits a nobility that he has no true
claim to. As such, he comes off arrogant - steeped in an
overbearing confidence in his artistry.
Need. Nobock’s set himself apart among his people as an
artisan who can weave color into all that he creates. True to
his heritage, his hammer strikes true on the anvil but within
it, the gem he found as a child. Each strike creates brilliant
sparks of every color imaginable, and the metallic surfaces
of his forged goods become emblazoned with a rainbow
shine. Nobock seeks to carve a name for himself and his work
far and wide.
Offer. When you encounter Nobock, it is likely in a busy
marketplace or otherwise burgeoning city center. His brilliant
clothes are unmistakable and eyecatching. If you engage him
in conversation, he will ask if he can impart a minor magical
effect on any metal armor or weapons you are carrying. This
magic makes the worked metal surfaces of your weapons
and armor shimmer with a prismatic hue. If he becomes your
sidekick, he can impart this trait on any nonmagical metal
item you have in your possession during a short or long rest.

Light & Magic: Prismatic Ally ҉ Nobock Brightforge


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Appendix A - Spells

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

All other art used in this document is used without


attribution under the Creative Commons 0 license

For other work by me:


₀₀ OGL & Fan Content Policy releases [LINK HERE]
₀₀ Vorpal Dice Press free releases [LINK HERE]
₀₀ DriveThruRPG [LINK HERE]
₀₀ DMsGuild [LINK HERE]

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Light & Magic: Prismatic Ally ҉ Appendix A


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