- Disruptive Thoughts: The target must succeed on a Wisdom save or subtract a d6 roll from its next attack roll.
- Empowered Focus: The target may add a d6 roll to an attack or saving throw before your next turn.
Where others sing for joy or fame, you sing to stir the soul and fracture the senses. Your voice cuts like a whisper behind the eyes; your rhythm alters reflexes. Even silence becomes a weapon in your hands, laced with mental echoes and subconscious command.
When you cast Vicious Mockery, its area becomes a 15-foot cone instead of targeting a single creature. Each creature in the cone must succeed on a Wisdom saving throw or take psychic damage as normal and have disadvantage on its next attack roll before the end of its next turn.
The cone’s range increases to 30 feet at 6th level, 45 feet at 11th level, and 60 feet at 16th level.
When you restore hit points to an ally or cast a Divination, Abjuration, or Enchantment spell on a creature within 60 feet, you can grant them a Bardic Inspiration die (d6).
In addition, the creature can roll the die and add it to one ability check, attack roll, damage roll, saving throw, or AC against a single attack before the DM confirms the outcome. A creature can only have one Bardic Inspiration die at a time. You can use this feature a number of times equal to your Charisma modifier (minimum of once), regaining all uses on a long rest. Your Bardic Inspiration die increases to d8 at 5th level, d10 at 10th, and d12 at 15th.
Allies in the cone can gain temporary hit points equal to the total damage rolled.
When you use Bardic Inspiration on an ally, they regain hit points equal to the number rolled plus your Wisdom modifier.
In addition, when you make a Dexterity saving throw, you can choose to use your Wisdom saving throw bonus instead.
As an action, you can make a Charisma check contested by a creature's Insight check. The creature must be able to hear you and understand your language.
Hostile Creature: On a success, the creature uses its reaction to move up to its speed and make an attack against you if in range. It has disadvantage on attack rolls against targets other than you and cannot make opportunity attacks against others until it attacks you, or if you move more than 60 feet away.
Non-Hostile Creature: On a success, the creature is charmed by you for 1 minute, regarding you as a friendly acquaintance. The effect ends if you or your companions do anything harmful to it.
In your hands, foresight is not merely a trick or vision—it is a weapon. You freeze enemies in moments that haven’t happened yet, grant allies the benefit of futures not yet lived, and sculpt victory from moments others don’t even see.
The future unfolds before you, allowing you to act swiftly and decisively. You can use the Help and Disengage actions as a bonus action, and you add your Wisdom modifier to your initiative.
Glimpses of the future press into your awareness. When you finish a long rest, roll two d20s and record the results.
In addition, you can replace any attack roll, saving throw, or ability check made by you or a creature you can see with one of these premonition rolls. You must decide before the original roll, and each roll can only be used once. Unused rolls are lost when you finish a long rest; at 14th level, you gain an additional premonition roll.
Your connection to fate allows you to bring balance to chaotic moments. When a creature within 60 feet that you can see is about to roll a d20 with advantage or disadvantage, you can use your reaction to have the roll made without advantage or disadvantage.
You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.
You open your mind to countless possibilities. As a bonus action, you enter a foresight trance for 1 minute. While in this state, attack rolls against you cannot gain advantage, and when you make an attack roll, ability check, or saving throw, you can treat any roll of 9 or lower on a d20 as a 10.
Once used, you cannot enter the trance again until you finish a long rest unless you expend a 2nd-level or higher spell slot to do so.
Choose one enemy and one ally affected by the spell. The enemy has disadvantage on their next attack roll or saving throw before the end of their next turn. The ally gains advantage on their next attack roll or saving throw within the same duration.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), regaining all expended uses when you finish a long rest. Alternatively, you may use this feature by expending a 2nd-level or higher spell slot.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest. You may also use this feature by expending a 2nd-level or higher spell slot.
You gain proficiency with all armor and shields, and you gain proficiency in the Religion skill.
In addition, when you don armor or wield a shield, it is psychically created—manifesting as shimmering energy molded to your form. You can summon or dismiss this armor or shield as a bonus action; it requires no material components and vanishes if it leaves your possession or you become unconscious.
You can cast the Shadow Blade spell at will, using your highest available spell slot level, without expending a slot.
In addition, when you cast Shadow Blade in this way, it does not require concentration. If you learn Shadow Blade and cast it normally, you can dual-wield the blades.
You can attack twice, instead of once, whenever you take the Attack action on your turn.
As a reaction, when a creature targets you or an ally within 60 feet with an attack, you can force it to make an Intelligence saving throw against your spell save DC.
On a failed save, the creature loses the attack and cannot target that creature again until the start of your next turn. On a successful save, the creature is immune to this effect until the start of your next turn. You can use this feature a number of times equal to your proficiency bonus, and you regain all uses after a long rest.
Once per long rest, you can unleash a wave of psychic energy. All creatures of your choice within a 15-foot radius must make an Intelligence saving throw against your Mystic spell save DC.
On a failed save, a creature takes 4d10 psychic damage and is stunned until the end of its next turn; on a successful save, it takes half as much damage and is not stunned. You can also expend a 3rd-level or higher spell slot to use this feature again, increasing the psychic damage by 1d10 for each slot level above 3rd.
You have mastered the art of blending spellcasting with martial prowess. When you use your action to cast a mystic spell, you can make two weapon attacks as a bonus action.
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.
You learn the Minor Illusion cantrip. If you already know it, you learn a different support cantrip of your choice. This cantrip doesn’t count against your number of cantrips known.
In addition, when you cast Minor Illusion , you can create a visual image, accompanying sound, and faint scent with a single casting.
You learn the Dancing Lights cantrip, which does not count against your cantrips known.
In addition, when you cast Dancing Lights , you can use an action to throw one of the lights at a creature within 60 feet. Make a ranged spell attack; 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 extra damage increases by 1d8 at 5th level (2d8), 11th level (3d8), and 17th level (4d8).
You can create an illusory duplicate of yourself as a reaction when a creature makes an attack roll against you. The attack automatically misses, and the illusion then dissipates.
Once you use this feature, you can’t do so again until you finish a short or long rest, unless you expend a spell slot.
Your mastery over prismatic flames allows you to unleash greater power. When you use your Prismatic Flames ability, you can summon and throw up to two radiant orbs simultaneously.
Each orb can target the same or different creatures within range. Make a separate attack roll for each orb.
You can cast Prismatic Wall once without expending a spell slot. You regain the ability to do so when you finish a long rest.
While your Prismatic Wall is active through this feature, you can use the following effects:
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