Bard
Base Class: Bard

Bards of the College of Graffiti hail from the gritty streets of the inner city, where art is not confined to galleries but sprawled across concrete and brick in vivid, rebellious displays. These bards are the voice of the underground, expressing the struggles, hopes, and defiance of their communities through vibrant murals, daring tags, and intricate street art. Their magic is fueled by the energy of the urban jungle, where each stroke of paint or scratch of a marker is a spell in itself, transforming mundane spaces into powerful statements.

Raised in a subculture that views the cityscape as both canvas and battleground, these bards are as much vandals as they are artists. Their work is often illicit, created under the cover of night, where every alleyway or abandoned building becomes an opportunity to reclaim space from oppressive forces. Their performances are raw and visceral, using rhythm and rhyme to channel the spirit of rebellion, and their magic often manifests in illusions of shifting colors and shapes, turning even the most hostile environments into dynamic works of art.

Members of the College of Graffiti are known for their daring escapades, blending creativity with a fearless attitude. They leave their mark on the world in more ways than one, inspiring others to see beauty in the overlooked and to challenge authority through the power of art.

Additional Spell List

The following spells are added to the College of Graffiti Bard's spell list:

Tenser's Floating Disc

Chromatic Orb

Color Spray

Prismatic Spray

Wall of Light

Tool Proficiency

You gain proficiency with Calligrapher's Supplies and Painters Supplies.  If you already have either of these proficiencies you  gain proficiency with one other type of artisan's tools of your choice.

You may also use either Calligrapher's Supplies or Painter's Supplies as your spellcasting focus.

Tool Proficiency - Artisan's Tools and Calligrapher's Supplies

Artisan's Tools

Tool Proficiency - Artisan's Tools and Painters Supplies

Tool Proficiency - Artisan's Tools and Painters Supplies

Tool Proficiency - Calligrapher's Tools and Painter's Tools

Gain proficiency with Calligrapher's Tools and Painter's Tools

Delinquent Tendencies

 

You are adept at avoiding the law and have the instincts needed to keep you out of trouble when performing your craft. You understand and speak thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.

In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

You also are able to use the Disengage action as a bonus action.

Magical Tag

You may cast Glyph of Warding without spell components as a 2nd level spell.   Glyphs created this way last for 10 minutes.  Explosive runes created this way only explode in a 5 foot radius and only deal 2d8 damage.  you can have a number of glyphs active equal to your proficiency bonus.  Additionally, as a bonus action, you can expend one use of your Bardic Inspiration to reduce the casting time of Glyph of Warding to 1 action.

Guerilla Artist

Creatures attempting to notice your Glyphs of Warding make intelligence(Investigation) checks at disadvantage.  In addition creatures make Dexterity saving throws at disadvantage when rolling to avoid your Explosive Runes.

Psychedelic Teleport

You can use an action to touch one of your Glyphs of Warding and travel instantly to the location of another of your Glyphs of Warding within 100 feet.  You appear in an unoccupied space within 5 feet of your tag.  You can bring along objects as long as their weight doesn't exceed what you can carry.  you can also bring one willing creature of your size or smaller who is carrying gear up to it's carrying capacity.  The creature must be within 5 feet of you when you use this ability. 

 

If you would arrive in a place already occupied by an object or creature, you and any creature traveling with you each take 4d6 force damage and the ability fails.

Neon Infamy

Your body is outlined in Neon as you demonstrate your daring and disregard.  As an action you can activate Neon Infamy.  For one minute your movement speed is doubled, you cannot be targeted with opportunity attacks, and creatures have disadvantage when trying to hit you with weapon attacks.  You have advantage on saving throws against magical effects.  You cannot be grappled, restrained, stunned or incapacitated.

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