Prism Mystic
The Prism Mystic channels psychic energy through radiant light and illusion, weaving spells that blur the line between what is real and what dazzles the senses. With a thought, they cast shifting lights into battle—projecting false images, blinding brilliance, and spectral flames to mislead foes and inspire awe.
Whether cloaked in dancing motes or scattering mirror-bright illusions across the battlefield, Prism Mystics thrive in spectacle. Each spell is a performance, each battle a display of brilliance and cunning. Their mastery over light is not mere artistry—it is a weapon that confounds, blinds, and burns.
At higher levels, their illusions become more than tricks—they bend reality itself. Each cast is a ripple in perception, drawing allies toward clarity and casting enemies into disoriented disarray.
Prism Mystic Features By Level
When you cast Minor Illusion, you can create a visual image, accompanying sound, and faint scent with a single casting.
Additionally, when you cast Dancing Lights, you can use an action to throw one of the lights at a creature within 60 feet of you. Make a ranged spell attack against the target. On a hit, the target takes psychic damage equal to 1d8 + your Wisdom modifier. The lights can take any shape you choose, but must be small or tiny.
This feature's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Once you use this feature, you can't do so again until you finish a short or long rest. Alternatively, you can expend a spell slot to use this feature again.
Each orb can target either the same creature or different creatures within range. Make a separate attack roll for each orb.
While your Prismatic Wall is active through this feature, you can use the following effects:
- Lightshift Step: Once per turn, you can teleport up to 30 feet to an unoccupied space adjacent to the wall. You must be within 60 feet of the wall to do so. This movement does not provoke opportunity attacks.
- Radiant Echo: As a bonus action, choose one creature within 60 feet of the wall that can see it. The creature must succeed on a Charisma saving throw against your Mystic spell save DC or take 3d10 psychic damage and have disadvantage on all attack rolls until the end of its next turn.
- Warding Refraction: When an ally within 60 feet of the wall takes damage, you can use your reaction to reduce the damage by 4d10. That ally also gains advantage on the next saving throw they make before the start of your next turn.