Base Class: Rogue
Your life with paint has given you an uncanny eye for color and how best to apply it to disrupt, disorient and devastate your foes. So much so that sometimes your artwork even expresses itself from the corner of your eye.
Now no longer confined to the streets, you nonetheless use your skills on the harshest of adventures. Always expressive, always colorful, victorious or not, it's going to look beautiful.
Tools Of The Trade
When you choose this archetype at 3rd level, you gain proficiency in Calligrapher's Supplies and Painter's Supplies. If you already have proficiency in either of these, you may select another tool set that is artistically applicable towards expressing yourself out on the streets.
Also, whenever you make a check to produce a work of art or otherwise express yourself with your art, you can always make the check with Dexterity.
Street Tag
At 3rd level, you can leave your mark on your foes with your street tag. When you hit a creature with an attack and deal your Sneak Attack damage to it, you can leave your tag on them. The effect is determined by the color of the tag you leave and increases in potency for every number rolled on your Sneak Attack damage die that corresponds on that color when you applied the tag. You can choose what color of tag you leave out of all the options but can only choose one.
If an effect requires a saving throw, it uses your Street Save DC, which is calculated as follows: Street Save DC = 8 + your proficiency bonus + your Dexterity modifier
You can apply a tag to each creature only once until the next time you roll initiative. Until the end of your next turn after you have applied your tag to a creature, you can use your Sneak Attack against that creature, even if you don't have advantage on the attack roll, but not if you have disadvantage.
Street Tags:
- Purple: The next time a creature with this tag is attacked, the critical hit threshold for attack is increased by 1. It is further increased by 1 for every 1 you rolled on the Sneak Attack damage die when you applied this tag.
- Blue: When this tag is applied to a creature, it must succeed on a Dexterity saving throw or be blinded until the end of your next turn. It subtracts 2 from its saving throw for every 2 you rolled on the Sneak Attack damage die when you applied this tag.
- Green: The next time a creature with this tag is attacked, the target's AC is reduced by 3. It is further reduced by 3 for every 3 you rolled on the Sneak Attack damage die when you applied this tag.
- Yellow: The next time a creature with this tag makes a saving throw, it must subtract 2 from the result. It must subtract an additional 2 for every 4 you rolled on the Sneak Attack damage die when you applied this tag.
- Orange: The next time a creature with this tag attacks, it must subtract 2 from the attack roll. It must subtract an additional 2 for every 5 you rolled on the Sneak Attack damage die when you applied this tag.
- Red: When you apply this tag to a creature, you deal additional damage equal to your proficiency bonus, You multiply this additional damage by the number of 6s you rolled on the Sneak Attack damage die when you applied this tag.
Leave Your Mark
At 9th level, you can apply a tag to one creature more than once, until initiative is rolled again. When you do so, for that next minute, you can use your Sneak Attack against that creature, even if you don't have advantage on the attack roll, but not if you have disadvantage. You can only use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
When you tag a creature that you haven't tagged since you last rolled initiative and tag it with a color whose number has appeared at least 3 times across your Sneak Attack damage die, you regain a single use of this feature.
Lifelike Artwork
At 13th level, you artwork is so expressive and poignant that it comes alive for those who observe it. As an action, you can create a piece of art work depicting an object, creature or some other visible phenomenon that is no larger than a 10-foot cube. Once on your turn within 1 hour of you creating the artwork, you can expend a use of your "Leave Your Mark" feature to cause an image of what you depicted to appear within 10 feet of the place where you made your artwork. The image takes up no more space than a 10-foot cube. It seems completely real, including sounds, smells and temperature appropriate to the thing depicted, although it cannot harm other creatures by itself.
Once on each of your turns while you can see the image and it is within 120 feet of you, you can cause the image to move to any other space within range. As it moves, you can alter its appearance so that its movements seem natural.
Physical interaction with the image reveals it to be an illusion, because real things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your Street Save DC. If a creature discerns the illusion for what it is, the creature can see through the image and its other sensory qualities become faint to the creature.
You can briefly make a damaging aspect of your artwork real. While you are within 120 feet of your image and can see it, you can make an attack as if you were in your image's space. The attack deals any damage type of your choosing and, once the attack has been resolved, the image vanishes along with the artwork depicting it. Otherwise, the image disappears 1 hour after it appeared.
Bring The Color
At 17th level, when you tag a creature, you can choose up to two colors and apply both effects. If you score a critical hit, you can choose up to three colors.
Also, whenever you spend at least 1 minute creating artwork that expresses yourself, you regain all expended uses of your "Leave Your Mark" feature. You can do this once per long rest.
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