TEXT: PRISMATIC 
  ALLY
  PRISMATIC 
  ALLY
  STEVE
  FIDLER
  STEVE
  FIDLER
  &
  LIGHT 
  MAGIC
  LIGHT 
  MAGIC
  a sidekick option for 
    
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  a sidekick option for 
    
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  Light & Magic: Prismatic Ally       ҉  Sidekick
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  2
  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 
  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. 
  In addition, they can infuse their projected light with the 
  power to alter the inner light of other living creatures. Our 
  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.
  When introducing a prism sidekick, consider the needs of 
  your party. A prism is a natural sidekick because they work 
  behind the scenes, bolstering allies, debuffing enemies, 
  and massaging the compliance of ungenerous quest givers 
  by plying their social talents and magic. Your players will 
  feel good having a prism alongside them, and despite their 
  radiance, never feel outshined.
  Proficiencies
  The prism sidekick is proficient in simple melee weapons 
  and one tool of your choice from among calligrapher’s kit, 
  glassblower’s tools, or painter’s supplies.
  Advancement
  When your sidekick gains a level, consult the table below 
  and the row appropriate to the new level. These features are 
  added to the sidekick’s statblock. In the case of the prism 
  sidekick, note that at 2nd level you gain the Spellcasting 
  feature and any rules associated to it.
  Prism Sidekick Advancement Table
  Level
  Hit Points
  New Features
  2nd
  16 (3d8 + 3)
  Spellcasting. The prism gains two 1st-level spell slots and learns two 1st-level spells: bright strike      ҈ and 
  muddle      ҈ . The prism’s spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks)
  3rd
  22 (4d8 + 4)
  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.
  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.
  4th
  27 (5d8 + 5)
  Ability Score Improvement. The prism’s Charisma score increases by 2, raising the modifier by 1, so increase 
  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.
  5th
  33 (6d8 + 6)
  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 
  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.
  6th
  38 (7d8 + 7)
  Refraction. You can use your action to manifest two projections, either with your Projection Attack or 
  Projection Barrier.
  Prism (Sidekick)
  1st-level Medium humanoid
  Armor Class 13 
  Hit Points 11 (2d8 + 2) 
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  13 (+1)
  12 (+1)
  10 (+0)
  10 (+0)
  15 (+2)
  Saving Throws Cha +4 
  Skills Insight +2, Performance +4, Persuasion +4 
  Senses passive Perception 10 
  Languages Common, plus one of your choice
  Unarmored Defense. While the prism is wearing 
  no armor and wielding no shield, its AC includes its 
  Charisma modifier.
  Actions
  Projection Attack. Ranged Spell Attack: +4 to hit,  
  range 60 ft., one target. Hit: 5 (1d6 + 2) radiant 
  damage.
  Projection Barrier. Choose one creature within 60 
  feet. The prism projects a barrier of light that grants 
  that creature 1d6 temporary hit points. This lasts until 
  the end of the prism’s next turn.
  
  Light & Magic: Prismatic Ally       ҉   Nobock Brightforge
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  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.
  
  4
  Light & Magic: Prismatic Ally       ҉  Appendix A
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  Appendix A - Spells
  Bright Strike
  1st-level evocation
  Casting Time: 1 bonus action
  Range: Self
  Components: V, S
  Duration: Concentration, up to 1 minute
  You imbue your spells with the burning light of your soul. 
  The next time you hit with a spell attack during this spell’s 
  duration, your attack deals an extra 2d6 radiant damage. 
  Additionally, you cause the target to shine bright light in a 
  15-foot radius and dim light for another 15 feet beyond that 
  for the duration of this spell.
  Muddle
  1st-level enchantment
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S
  Duration: Concentration, up to 1 minute
  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
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