Base Class: Rogue
You concentrate your efforts on perfecting your art, developing special marks to claim and cripple your targets. Rebel leaders, artists, spies, and other members of the political underworld might belong to this archetype. Originally a tactic for subterfuge and assassination for denizens of the festerwood, those who employ these powerful works of art are famously difficult to pin down. The magical marks left behind become a calling card for any tagger, and as their strength and notoriety grow from their deeds, so too does their renown for their artwork.
Impressionist
Starting at 3rd level, you're never without your brushes. You gain proficiency in calligrapher's supplies and painter's supplies. Your proficiency bonus is doubled whenever you make an ability check that uses either of these tools.
In addition, whenever you finish making a mark or rune with ink or paint, you can imbue it with the effects of the message spell. When you do, the mark is visibly magical and casts dim light in a 5-foot radius. A creature that touches the glowing mark telepathically hears the message you imbued in it. Once a message is heard, the magic fades from the mark.
You always have at least one paint or calligraphy brush on your person and either create or purchase inks and pigments as part of your downtime activities. You can improvise these tools over the course of 10 minutes, assembling them from objects in your environment
Runes
When you choose this archetype at 3rd level, you gain rune points equal to your level/2 + 2 to fuel various magical effects using your brushes. When you hit a creature with a melee weapon attack, you can spend 1 rune point to quickly mark a target with a magical rune using a brush. These runes, whether magical or nonmagical, remain on a marked creature for 1 minute or until a creature uses its action to wipe it off. You may also spend one action to mark a rune on a surface and imbue it with a rune of your choice. You regain all of your expended rune points when you finish a short or long rest.
At 3rd level you may choose 4 of the following runes. you gain additional runes at 6th, 9th, 12th, 15th, and 18th.
Algiz
The affected creature has disadvantage on its next attack against you. Then this rune becomes dormant
Berkano
When you imbue this rune, you animate one object no larger than 2 feet tall and 2 feet wide that the rune is touching. The animated object is bound to you and obeys your verbal commands. The animated object can perform simple tasks and uses the tiny animated object stat block.
Cryos
The creature's movement is slowed by 15 feet and it can't take reactions until the start of your next turn. The rune's magic fades at the start of your next turn.
Ehwaz
When you imbue this rune, it unlocks any locks, doors, or chests it is attached to then becomes dormant.
Haglaz
This rune remains dormant until you use an action to activate it. When activated, objects in a 5 by 5 foot area touching this rune become shattered. Glass, wood, and other weak materials will collapse and break. Stone will crack and potentially fall apart. Metal will dent and become warped.
Hexxus
The creature is cursed with an enervating rune. On the start of the creatures turn, you may use your reaction to force the creature to make a con save equal to your dex + profiency + 10. On a failed save the creature takes your runetagger dice * 2 necrotic damage. Half damage on save.
Invism
When you imbue this rune, an object no larger than a longsword turns invisible for one minute.
Kaunaz
The creature erupts in fire on the start of each turn for one minute. At the start of each turn the creature must succeed a con save equal to dex + profiency + 10. On a failed save the creature takes your runetagger dice fire damage. On a save the creature takes half.
Locus
The next attack against the marked creature is made with advantage, and if that attack hits, deal one runetagger dice acid damage. Hit or miss, the rune's magic fades after the next attack is made against the marked creature.
Pertho
At the start the creatures next turn, the creature must make an intelligence saving throw of dex + profiency + 10 or be banished to the astral plane until the start of its next turn.
Escape Artist
At 9th level you become slippery and evasive, capable of worming out of even the tightest holds. You have advantage on ability checks and saving throws made to escape from and resist being grappled or restrained, and when you are grappled or restrained, you can attempt to escape as a bonus action.
In addition, you gain a new way to use your rune points. When you're next to a wall or similar surface, you can use a bonus action to spend 1 rune point to place a rune on it using ink or paint. When you do, you become invisible until you move or take an action or a reaction.
Resourceful
When you reach 13th level, your mastery over the arts is lauded by friends and feared by foes. When you have no rune points remaining, you gain 1 rune point when you score a critical hit against a creature and when you roll initiative.
Lead Paint
By 17th level, you're able to apply more ink or paint whenever you leave a rune and use it to expose weak points in a target's defense and guide your strikes. You can use your Sneak Attack against any creature that has a rune on it. When you do, that creature takes an extra 2d6 damage from the attack.
Previous Versions
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