Bard
Base Class: Bard

Using a brush and some paint bards of this college can infuse their works with their innate magic to create illusions, interpret art in the uniquest of ways, and point out the best or the worst in all of us. In addition to being masterfully skilled with painters supplies bards who choose the path of paint inspire through what a person can see not hear. They tend to be people of few words and instead tend to let their art do the talking for them. Most often misunderstood they always strive to leave everything better than they found it. 

A Gentle Brush Stroke

When you join the College of Art at 3rd level, you gain proficiency with painters supplies and these become your spellcasting focus. 

Happy Little Accidents

Also at 3rd level, you learn how to use your keen eye and creative mind to exploit, and otherwise point our flaws and mistakes that can be used to or against someone’s advantage. When a creature that you can see within 60 feet of you makes a saving throw, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and adding or subtracting the number rolled from the creature’s roll. You can choose to use this feature after the creature makes its roll, but before the GM determines whether the Saving throw succeeds or fails. The creature is immune if it can’t see and hear you. 

Worth a Thousand Words

At 6th level you gain the ability to tap into the hidden secrets of any painted, sketched, or otherwise drawn, artwork. You can magically bestow life upon any piece of artwork you see. While sentience has been bestowed the art work moves and communicates verbally for everyone within the vicinity to hear. Each piece of art has a personality of its own, and has different things it’s seen and a different take on history it may know. For 1 hour you can communicate with this piece of art gaining information as long as the art is willing to communicate with you. This effect lasts until your 1 hour has passed, the art has been destroyed, or until you complete a short rest. Alternatively you can use this same effect to cause an art piece to store a message for a specific intended recipient. The message will be spoken to them as you stated upon that person laying eyes on the art piece. You can repeat this effect after you finish a short or long rest.

Classic Realism

At 14th level your painting skills rival that of they fey themselves. With your master skills and a healthy dose of magic you can paint pieces so wonderfully that they not only appear real, they are. When you take the attack action you can spend your turn doing one of the following actions. Only one of the following actions can be active at a time; if you attempt to paint another, the previous one fades from existence. 

  • Hole in the Ground: By splattering a puddle of paint on to the ground, you use your knowledge of shadows and light to create a pit. For every 1/4 of a gallon of paint you use to create this effect, creates 5ft x 5ft pit that is 10ft deep. These can be connected together to create a larger singular hole. With a rushing flow of water, this effect can be washed away. If the pit sits undisturbed for 24 hours it becomes permanent. If the pit is destroyed anything held inside it is thrust out. 
  • Barricade: You can create a small barricade for someone to hide behind. It grants half coverage to huge creatures 3/4 coverage to large creatures and full coverage to medium and below creatures. Open creation of this barricade you can decide if it is made from Stone, metal, or wood. If you create a barricade in this way it has number of HP equal to half of your max HP. Wooden barricades are vulnerable to fire, metal barricades are vulnerable to lightning damage, and stone barricades are vulnerable to bludgeoning damage. Regardless of the type of barricade you create it requires 1/2 a gallon of paint to create.
  • Scenery: By using a full gallon of paint you can create a scenic display so life like that it makes other creatures believe they are there. On a failed wisdom saving throw with a DC equal to your spell save DC, any creature that lays their eyes upon your scene are momentarily enthralled in your work, their mind drifts to the scene you have painted and they are charmed. Being charmed in this way causes any creature to be restrained, charmed or deafened for 1 minute. If a creature succeeds on their save or takes damage they are immune to this effect for one day. Any creature with at least a 20 intelligence, immune to being charmed or restrained, or a construct are immune to this effect.

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