Remove these ads. Join the Worldbuilders Guild

Strixhaven: A Curriculum of Chaos

Prismari Student

Ability Scores:

Feat: Strixhaven Initiate (Prismari only)

Skill Proficiencies: Acrobatics, Performance

Tool Proficiency: One type of musical instrument or artisan’s tools

Equipment: A bottle of black ink, an ink pen, a set of artisan’s tools or a musical instrument (one of your choice), a school uniform, and a pouch containing 10 gp

Languages: One of your choice

You are an artist, and you have been preparing to hone your craft according to the traditions of Prismari College. Whatever your medium—sculpture, dance, paint, music, drama, architecture, or any other field—you have grand visions of bringing your art to life in a fusion of magic and creativity.

Features

  • Spell List
  • If you have the Spellcasting or Pact Magic feature, the spells on the Prismari Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)
    Prismari Spells
    Spell
    Level
    Spells
    1st

    PHB

    Chromatic Orb

    1-level Evocation

    Casting Time: 1 action
    Range/Area: 90ft.
    Components: Verbal, Somatic, Material
    Materials: a diamond worth at least 50gp
    Duration: Instant
    Attack/Save: Ranged
    Damage/Effect: Acid, Cold, Fire, Lightning, Poison, Thunder
    You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
    Available for: Sorcerer, Wizard
    ,

    SRD

    Thunderwave

    1-level Evocation

    Casting Time: 1 action
    Range/Area: Self (15 ft. cube)
    Components: Verbal, Somatic
    Duration: Instant
    Attack/Save: CON Save
    Damage/Effect: Thunder
    A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.   In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
    Available for: Bard, Druid, Sorcerer, Wizard, Artificer
    2nd

    SRD

    Flaming Sphere

    2-level Conjuration

    Casting Time: 1 action
    Range/Area: 60ft. (5 ft. sphere)
    Components: Verbal, Somatic, Material
    Materials: a bit of tallow, a pinch of brimstone, and a dusting of powdered iron
    Duration: Concentration, 1 minute
    Attack/Save: DEX Save
    Damage/Effect: Fire
    A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.   As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere's damage, and the sphere stops moving this turn.   When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
    At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
    Available for: Druid, Wizard, Alchemist
    ,

    Strixhaven: A Curriculum of Chaos

    Kinetic Jaunt

    2-level Transmutation

    Casting Time: 1 bonus action
    Range/Area: Self
    Components: Somatic
    Duration: Concentration, 1 minute
    Damage/Effect: Buff
    You magically empower your movement with dance-like steps, giving yourself the following benefits for the duration.
    • Your walking speed increases by 10 feet.
    • You don’t provoke opportunity attacks.
    • You can move through the space of another creature, and it doesn’t count as difficult terrain. If you end your turn in another creature’s space, you are shunted to the last unoccupied space you occupied, and you take 1d8 force damage.
    Available for: Artificer, Bard, Sorcerer, Wizard
    3rd

    SRD

    Haste

    3-level Transmutation

    Casting Time: 1 action
    Range/Area: 30ft.
    Components: Verbal, Somatic, Material
    Materials: a shaving of licorice root
    Duration: Concentration, 1 minute
    Damage/Effect: Buff
    Choose a willing creature that you can see within range. Until the spell ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.   When the spell ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.
    Available for: Sorcerer, Wizard, Artificer
    ,

    SRD

    Water Walk

    3-level Transmutation

    Ritual - does not require spell slot, takes 10 minutes longer
    Casting Time: 1 action
    Range/Area: 30ft.
    Components: Verbal, Somatic, Material
    Materials: a piece of cork
    Duration: 1 hour
    Damage/Effect: Movement
    This spell grants the ability to move across any liquid surface--such as water, acid, mud, snow, quicksand, or lava--as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration.   If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round.
    Available for: Cleric, Druid, Ranger, Sorcerer, Artificer
    4th

    SRD

    Freedom of Movement

    4-level Abjuration

    Casting Time: 1 action
    Range/Area: Touch
    Components: Verbal, Somatic, Material
    Materials: a leather strap, bound around the arm or a similar appendage
    Duration: 1 horu
    Damage/Effect: Buff
    You touch a willing creature. For the duration, the target’s movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target’s speed nor cause the target to be paralyzed or restrained.   The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target’s movement or attacks.
    Available for: Bard, Cleric, Druid, Ranger, Artificer
    ,

    SRD

    Wall of Fire

    4-level Evocation

    Casting Time: 1 action
    Range/Area: 120ft.
    Components: Verbal, Somatic, Material
    Materials: a small piece of phosphorus
    Duration: Concentration, 1 minute
    Attack/Save: DEX Save
    Damage/Effect: Fire
    You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.   When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save.   One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.
    At higher levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.
    Available for: Druid, Sorcerer, Wizard
    5th

    SRD

    Cone of Cold

    5-level Evocation

    Casting Time: 1 action
    Range/Area: Self (60 ft. cone)
    Components: Verbal, Somatic, Material
    Materials: a small crystal or glass cone
    Duration: Instant
    Attack/Save: CON Save
    Damage/Effect: Cold
    A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one.   A creature killed by this spell becomes a frozen statue until it thaws.
    At higher levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
    Available for: Sorcerer, Wizard
    ,

    SRD

    Conjure Elemental

    5-level Conjuration

    Casting Time: 1 minute
    Range/Area: 90ft.
    Components: Verbal, Somatic, Material
    Materials: burning incense for air, soft clay for earth, sulfur and phosphorus for fire, or water and sand for water
    Duration: Concentration, 1 hour
    Damage/Effect: Summoning
    You call forth an elemental servant. Choose an area of air, earth, fire, or water that fills a 10-foot cube within range. An elemental of challenge rating 5 or lower appropriate to the area you chose appears in an unoccupied space within 10 feet of it. For example, a fire elemental emerges from a bonfire, and an earth elemental rises up from the ground. The elemental disappears when it drops to 0 hit points or when the spell ends.   The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions.   If your concentration is broken, the elemental doesn't disappear. Instead, you lose control of the elemental, it becomes hostile toward you and your companions, and it might attack. An uncontrolled elemental can't be dismissed by you, and it disappears 1 hour after you summoned it.   The GM has the elemental's statistics. Sample elementals can be found below.
    CRSample Elementals
    1/4 Steam Mephit
    1/2 Dust Mephit, Ice Mephit, Magma Mephit, Magmin
    2 Azer, Gargoyle
    5 Air Elemental, Earth Elemental, Fire Elemental, Salamander, Water Elemental, Xorn
    6 Invisible Stalker
    At higher levels: When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th.
    Available for: Druid, Wizard

    Consider customizing how your spells look when you cast them. You might wield your Prismari spells with dynamic, gestural movement—as much dance as somatic component. Even a blast of fire in your hands is a sculpted work of art; elemental forces make grand designs as you hurl spells. These forces might linger on your body or in your clothes as decorative elements after your spells are dissipated, as sparks dance in your hair and your touch leaves tracings of frost on whatever you touch.
     

    Suggested Motivations

    Any class or subclass that wields elemental forces of cold, fire, lightning, and wind can be a good fit in Prismari. Druids and sorcerers are common in Prismari, and wizards who study the Schools of Evocation or Transmutation are also well represented. Clerics aren’t very common in this school, but some with the Tempest domain end up here.
    Beyond the ranks of traditional spellcasters, Prismari students also include monks who follow the Way of the Four Elements. Some acrobatic rogues and fighters (including those who emulate the archetype of the Eldritch Knight) also delight in the athleticism of Prismari performance.
    Though the curriculum of Prismari College attracts many outgoing and driven artists, the school has no shortage of shy scholars and lackadaisical blowhards among its ranks. The Prismari Personality Traits table suggests a variety of traits you might adopt for your character.
    Traits
    d6Personality Trait
    1I’m the life of the party, and I expect everyone’s attention when I walk into a room.
    2Two weeks ago, I was enthralled with my latest project. Now, I think it’s garbage and deserves to be destroyed.
    3I believe everyone has the ability to express their truest selves through art, and I’m happy to quietly push them in the right direction.
    4Everyone is a critic, and I work to win them all over.
    5I’m beset with such an overwhelming sense of ennui regarding my art. Nothing quite captures my attention anymore.
    6Instead of confronting my negative emotions, I channel them into explosive artistic displays.

     


    When you make your character, you may roll once on the Prismari Trinkets table, instead of on the Trinkets table in the Player Options, for your starting trinket.
    Trinket Table
    d6Trinket
    1A pair of rose-tinted glasses with glittery frames
    2A stoppered glass bottle that, when opened, plays a brassy orchestral piece
    3A quartet of hovering water motes in a vial
    4A bandolier of watercolor paints
    5A tiara capped with a crystal that crackles with harmless lightning
    6An iridescent quill

     

    Created by

    tokranepo.

    Statblock Type

    Background

    Link/Embed