Bard College - College of Prisms


Bards are often one of the most flamboyant of paths an adventurer can follow, but bards who study the prism are even moreso. Eminently colourful, always eye-catching, and occasionally blinding, the College of Prisms utilises the colour of magic to aid their allies, inspiring them with fragments of magic for a variety of seemingly random but equally impressive effects.


Flair for Craft

At 3rd level you gain proficiency with jewelcrafting tools, and add your charisma modifier to any ability checks you make with them.

In addition, you learn the Dancing Lights cantrip, and it no longer requires Concentration to use.

Prismatic Brilliance

At third level your bardic inspiration shines brightly. Whenever you grant a creature bardic inspiration, roll a d8 on the below table. In addition to the bardic inspiration the character gains a mote of the colour listed, which floats around them until they use it. A character can only benefit from a colour once at a time. The colour mote lasts for 1 minute, or until the character expends it (if it is a colour that can be expended). Each mote of light shines out bright light in a 10ft radius. For each mote you have active, the radius increases by a further 10ft, to a maximum of 70ft.

d8 Colour Effect
1 Red When hit by an attack, you can expend the mote to use your reaction to roll two bardic inspiration dice and deal that much fire damage to the attacker.
2 Orange You can expend the mote when you hit with an attack roll to add acid damage equal to a roll of the bardic inspiration dice.
3 Yellow You can use your bonus action on each turn to teleport up to 15ft to an unoccupied space you can see.
4 Green All healing and temporary HP effects you use or receive are increased by a roll of the bardic inspiration dice.
5 Blue The mote chills the air around you. The area in a 10ft radius is counted as difficult terrain for other creatures than yourself, and opportunity attacks against you have disdavantage.
6 Indigo At the end of a round you can use your reaction to expend the mote to roll the bardic inspiration dice and add or subtract the amount rolled from a creature's initiative.
7 Violet When you force a creature to make a saving throw or ability check, you can expend the mote to reduce the amount rolled by a roll of the bardic inspiration dice.
8 Prismatic Roll twice more, gaining each colour rolled. Prismatic rerolls can stack, but duplicate types are rerolled until all colours are active.

Dual Prism Power

From 6th level you shine a little bit brighter. Whenever you grant another creature a mote of colour from Prismatic Brilliance you also gain the same mote.

Spectrum Sight

From 6th level, when you grant a creature a mote of colour you gain the effects of the See Invisibility spell until the end of your next turn.

From 18th level in this class, this improves to gaining Truesight 120ft until the end of your next turn.

Colourful Caster

From 14th level you add the Prismatic Spray and Prismatic Wall spells to your list of spells known without them counting against your normal spells known count.

From 20th level in this class you can choose to cast one of these spells without expending a spell slot. If you cast Prismatic Spray, you cannot use this feature again until you complete a long rest. If you cast Prismatic Wall, you must instead complete 1d4+1 long rests until you can use this feature again.

Arcane Refraction

At 14th level you learn to turn a fragment of colour back on their originators. If you take damage from an effect that deals fire, acid, lightning, poison, cold, psychic, or force damage, you can use your reaction to deal half as much damage as you receive (after resistances and saving throws) back to the originator of the damage. You then gain a mote of the connected colour (red for fire, orange for acid, continuing in that order), assuming you didn't already have that colour mote. Gaining a mote from Arcane Refraction activates your Spectrum Sight feature.

Arcane Refraction can be used a number of times equal to your proficiency bonus. You regain one use on a short rest, and all uses on a long rest.