As the zenith of all paracausal power—the complete intersection of Light and Dark—Prismatic is a prestige class any Risen creature may begin taking levels in after first reaching 20th level. The Prismatic class table defines the features you receive as you advance in this prestige class.
| Level | Proficiency Bonus | Features | Transcendent Die | Power Level |
|---|---|---|---|---|
| 21st | +7 | Equinox, Additional Powers, Transcendence | d4 | 6th |
| 22nd | +7 | Additional Grenade Powers | d4 | 6th |
| 23rd | +7 | Choose a Feat | d4 | 6th |
| 24th | +8 | Major Ability Score Increase | d6 | 7th |
| 25th | +8 | Additional Aspect | d6 | 7th |
| 26th | +8 | Transcendent Grenade Power | d6 | 7th |
| 27th | +9 | Major Ability Score Increase | d8 | 8th |
| 28th | +9 | Choose a Feat | d8 | 8th |
| 29th | +9 | Additional Super Powers | d8 | 8th |
| 30th | +10 | Excision | d10 | 9th |
Class Stats
Your hit point stats, starting proficiencies, and Power stats do not change from the original class you reached 20th level in. For instance, if you’re an arcstrider who takes one level in Prismatic, your Power ability score remains as Intelligence.
Health and Energy Shield Points. Each level gained in a prestige class is to be treated as a level gained in your original class, for the purpose of determining your health and energy shield points.
Power Affiliations. The effects of your features, Aspects, and Powers are no longer restricted by class or element requirements, but they are still restricted by your superclass. For example, if you are a 21st-level revenant, you may invoke Protective Shards after casting any Hunter Power you know (such as a nightstalker’s Smoke Bomb).
Equinox
21st level is your first level in this prestige class. Your profound understanding of your Power means you are no longer restricted by class requirements for exotic item attunement, but you are still restricted by your superclass. For example, if you are a 21st level nightstalker, you may attune to Celestial Nighthawk even if you have no levels in the gunslinger class. However, you still could not attune to Dunemarchers because it requires a Titan class.
Additional Powers
For reaching 21st level, you learn two more Powers of your choice, selecting from the available tactical or support Powers within your superclass. For instance, if you are a Titan, you may choose to learn any two tactical or support Powers from the Titan classes (striker, defender, sunbreaker, behemoth, or berserker). You cannot choose a Power which originates from an Aspect of the class.
Transcendence
At 21st level you learn to cast your transcendent Power, which you do by spending a transcendent Power charge. You have one transcendent Power charge, which you lose at the end of each short or long rest. Regardless of any other features, traits, exotic items, or other sources, you may never have more than one transcendent Power charge.
The recharge value of your transcendent Power charge always starts at 20. However, once on a turn, if you currently don’t have an ongoing transcendent Power and you’ve dealt arc, solar, void, stasis, or strand damage to a creature other than yourself, the value of your transcendent Power recharge decreases by 1. This resets to 20 after casting a transcendent Power or completing at least a short rest, whichever happens first.
You also learn the Transcendence Power at this level.
Transcendence
Casting Time and Type: 1 bonus action, transcendent Power
Range: self
Recharge die and score: d20, 20+
Duration: Up to 1 minute
You eliminate the divide between the Light and Dark, becoming a font of paracausal power from both ends of the spectrum. While this power is ongoing, you have access to a transcendent die, the size of which is determined by your level in this prestige class (see Prismatic class table).
For the duration of this Power or until you are Incapacitated, the following effects apply to you:
- When you make an energy shield recharge roll, you may roll your transcendent die and add the result to your roll.
- Before you make any Power recharge roll, you may roll your transcendent die and add the result to the recharge roll. Once you do this, you must wait until the start of your next turn before you may do so again.
- If a creature with a CR equal to or less than your Power level takes damage from any of your Powers or weapon attacks, it is instantly destroyed.
- Once on a turn, if you take damage from a single source, you may roll your transcendent die and reduce the damage you take by the amount rolled.
Recharge Restriction. Though this Power doesn’t require concentration, you can’t make transcendent recharge rolls while it’s ongoing.
Additional Grenade Powers
Upon reaching 22nd level, you learn two more grenade Powers of your choice. You may choose from any grenade Power list.
Choose a Feat
At 23rd level, and again at 28th level, you may gain one feat you meet the requirements for.
Major Ability Score Increase
When you reach 24th level, and again at 27th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. Unlike other ability score increase features, this feature can be used to increase an ability score over 20. You can substitute this feature for a feat, too, following the normal rules for feats.
Additional Aspect
When you reach 25th level, you gain one Aspect, choosing from the Aspect options available within your superclass. If you are a voidwalker, for example, you may choose an Aspect normally available to any Warlock class (voidwalker, sunsinger, stormcaller, shadebinder, or broodweaver). You cannot choose the same Aspect twice.
Transcendent Grenade Power
Also at 26th level you gain your Prismatic grenade charge, which allows you to cast a Prismatic grenade Power while your Transcendence Power is ongoing. You can only ever have one Prismatic grenade charge.
You also learn a new grenade Power now, determined by your superclass: Hunters learn Hailfire Spike, Titans learn Electrified Snare, and Warlocks learn Freezing Singularity.
Hailfire Spike
Casting Time and Type: 1 action, Prismatic grenade Power (Hunters only)
Range: 60 feet (mortar)
Recharge die and score: d10, 9+
Duration: Up to 1 minute
You throw a device-type grenade onto a hard surface within range. The grenade sticks to the surface and remains in place up to the duration. It monitors an active area that consists of a 15-foot cone which must extend perpendicularly out from the surface the grenade is stuck to.
Immediately after sticking to its surface, any targets in the monitored area must make a Constitution saving throw. A target that fails this saving throw takes 5d8 solar damage and 5d8 stasis damage, then is either Scorched or Frozen, your choice. A target that succeeds takes half as much and is neither Scorched nor Frozen.
For the duration, if a creature ends their turn within the monitored area, or enters the area for the first time on a turn, they must make the same saving throw against this grenade.
A target either Scorched or Frozen in this way may repeat the saving throw at the end of each of its turns, ending the effect on itself early on a success. A target that succeeds on this saving throw cannot have the same condition applied to it from this source for 24 hours.
Power-Made Device. This grenade can be destroyed if it takes any amount of damage. For this purpose, the grenade has an AC equal to 10 + your Power level, fails all saving throws, and is immune to poison or psychic damage.
At Higher Levels. The amount of stasis and solar damage this grenade does both increase by 1d8 for each Power level you are beyond 6th.
Electrified Snare
Casting Time and Type: 1 action, Prismatic grenade Power (Titans only)
Range: 60 feet (mortar)
Recharge die and score: d10, 9+
Duration: Instantaneous
You hurl a knot of strand matter, fingers of arc energy skittering along its threads, at a hard surface within range. All creatures within 10 feet of the impact site must make a Strength saving throw, taking 6d6 strand damage and being Restrained for 1 minute on a failure. On a success, they take half damage and are not Restrained.
Creatures Restrained in this way can repeat the saving throw at the end of their turns. If they fail this saving throw, they take 4d6 arc damage. A creature who succeeds on its initial Strength saving throw, who succeeds on a repeated Strength saving throw, or for whom the effect ends, takes no arc damage and is immune to being Restrained in this way for 24 hours.
At Higher Levels. The amount of strand and arc damage this grenade does both increase by 1d6 for each Power level you are beyond 6th.
Freezing Singularity
Casting Time and Type: 1 action, Prismatic grenade Power (Warlocks only)
Range: 60 feet (mortar)
Recharge die and score: d10, 9+
Duration: Concentration, up to 1 minute
You create a palm-sized singularity of void Light, stasis crystals orbiting its horizon, and throw it at a hard surface within range. The grenade expands into a 5-foot radius sphere centered on the impact site. All targets in the area take 5d4 void damage and 5d4 stasis damage. For the duration, all targets who end their turn within the area, or who enter the area for the first time on a turn, also take 5d4 void damage and 5d4 stasis damage.
Furthermore, a target that takes void damage must also succeed on a Charisma saving throw or become Weakened for the next minute, and a target that takes stasis damage must succeed on a Constitution saving throw or become Frozen for the next minute.
A Weakened target may repeat the Charisma saving throw at the end of each of its turns, ending the effect on itself early on a success. A target that succeeds on either Charisma saving throw, or for whom the effect ends, is immune to being Weakened in this way for 24 hours.
A Frozen target may repeat a Strength saving throw at the end of each of its turns, ending the effect on itself early on a success. A target that succeeds on the Strength saving throw is immune to being Frozen in this way for 24 hours.
Shift Position. Once on your turn, you may reduce this Power’s remaining rounds of duration by 3 in order to move the singularity up to 15 feet in a direction of your choice.
At Higher Levels. The amount of void and stasis damage this grenade does both increase by 2d4 for each Power level you are beyond 6th.
Additional Super Powers
When you reach 29th level, you learn two super Powers of your choice, selecting from the super Powers available within your superclass. As an example, if you’re a Hunter, you may choose to learn any two super Powers from the Hunter classes (gunslinger, arcstrider, nightstalker, revenant, or threadrunner).
Excision
When you reach 30th level, you’ve reached the ultimate height of a Risen’s power. Not only can you effectively wield both the Light and the Dark, but you can bring forth the very source of Light and Dark through yourself—and your Ghost. You learn how to cast Excision. Casting this Power requires no Power charge to do so, but it does affect the very life of your Ghost.
Excision
Casting Time and Type: 1 action, no charge cost
Range: self
Duration: Concentration, up to 1 minute
You and your Ghost work together to channel both Light and Dark. Your Ghost must be willing and outside its pocket backpack for you to do this. You also must be holding your Ghost in a free hand.
For the duration, you both are considered paracausally mounted in place (can hover), cannot take any type of actions (not even breakthrough actions or final stands), and you both ignore any ongoing conditions affecting you.
Together, you expel a 60-foot long and 5-foot wide line of pure Light and Dark originating from you and pointed in a direction of your choice. This line remains for the duration of this Power. A target that ends its turn in the line, or who enters the area of the line for the first time on a turn, takes 50d8 Light damage and 50d8 Darkness damage. These damage types are only possible with this Power. Furthermore, the damage of this Power cannot be reduced, deflected, or otherwise ignored in any way.
Choosing to End Early. The overwhelming flow of Light and Dark makes cutting off this Power difficult, even for you. At the start of each of your turns, you may attempt to make a DC 25 Power saving throw, instantly ending the Power if you succeed. The duration of this Power must continue if you fail.
Cost of Power. At the end of each of your turns, your Ghost must make a death saving throw. The duration of this Power ends early if your Ghost accumulates three failed death saves, which instantly kills it.
