Bard
Base Class: Bard
Just as a book can tell the whole story of a man, a landscape can tell a whole feeling, a culture and even show hope. They don't need words to influence the world around them, and every brushstroke matters to them.

Artistic Tools!

At level 3, when you enter the College of Bright Colors you become proficient in Painter's Tools. You can also use your Painter's Tools as an arcane focus for your Painter spells.

You also learn the Acid Splash cantrip and can change your damage type along with spellcasting to the types from this list: fire, cold, or electric.

At level 6 you also learn the spell Hypnotic Pattern, and at level 14 you learn the spell Prismatic Spray.

Time to Paint!

Also at level 3, you can use all the colors at your disposal to create magical effects capable of helping or hindering your enemies. You spend one of your inspiration dice to spin a d8 on the Vivid Colors table. The table below will create an effect depending on the number chosen. If the color requires a saving throw, use your spell DC.

1 - White, The Harmony of Colors: You can choose any of the colors from this list for the purpose of having its effect, but you cannot choose Black.

2 - Red, The Color of Fury: The ink envelops your weapon to be hurled at your enemies like a raging rain. You choose a creature you see within 30ft. That creature next attack deals additional damage equal to half your Bardic Inspiration as fire damage in a 15 ft cone, and all the hostile creatures in the area must make a Dexterity saving throw or, at the start of every turn, it takes fire damage equal to your Bardic Inspiration until he uses an action to remove this effect.

3 - Blue, The Color of Melancholy: The ink brings a cold sensation, but that soon passes. You choose a creature you see within 30 ft. The area around 5 ft. from that creature becomes difficult terrain for one minute. And, when a creature attack that target with a melee attack within one minute must make a Constitution saving throw or take cold damage equal to half your Bardic Inspiration and lose half its movement speed and cannot use reactions until the end of the next one, and the Blue effect dissipate. The target creature can choose stay with the initial effect or not when attacked.

4 - Yellow, The Color of Hope: The ink intertwines with a comfortable warmth that fades in a fervent light. You choose a creature you see within 30 ft. When this creature affected by Yellow is attacked by a melee attack within one minute, all hostile creatures within a 10-foot sphere centered on the target affected by Yellow must make a Wisdom saving throw or take your Bardic Inspiration in radiant damage and be blinded until the end of your next turn. A creature that succeds takes no damage and isn't blinded.

5 - Green, The Color of Peace: The ink surrounds you for a while, bringing a comfort that can be passed around. You choose a creature you see within 30 ft. The creature gains temporary life point equal to your Bardic Inspiration + your Charisma Modifier and you can choose another different creature up to 15 ft. from this creature to suffer the same effect.

6 - Orange, The Color of Euphoria: The ink wraps your legs and body, making you want to run and jump. Choose a creature you see within 30 ft. The target rolls your Bardic Inspiration and It gains movement speed equal to your Bardic Inspiration until the end of your turn, as follows: 1 – 4: 10 ft. / 4 – 8: 15 ft. / 8 – 12: 20 ft. Whenever a hostile creature comes within range while the target is under Orange's effect, the creature must make a Dexterity saving throw or take your Bardic Inspiration in electrical damage.

7 - Purple, The Color of Magic: The ink initially envelops as a relief, until it is suffocated by it. Each creature in a 15-foot radius in a area of 30 ft. must make a Strength saving throw, and on a failure, you roll its inspiration die and it takes the result of energy damage and can be pushed or pulled up to 5 ft from the center point and become prone. A creature that succeeds on its saving throw takes half as much damage and isn’t knocked prone.

8 - Black, The Absence of Color: The dark ink is released as a blast and beams of darkness, threatening to harm anyone in front of him. You choose a line up to 30 ft apart or a 15 ft cone. Each creature in the area must make a Constitution saving throw, taking necrotic damage equal to two rolls of your Bardic Inspiration + your Charisma modifier and be frightened until the end of its next turn. A creature that succeeds on its saving throw takes half as much damage and isn't frightened.

Painter's Canvas!

Starting at level 6, as an action, if you are using your painter's tools, you can use your tools to create magical effects in an area. You choose a 30-foot cube centered in yourself for one minute and is considered magical for purposes such as Dispel Magic. It also counts as a concentration spell for the duration. This place will be affected by the Painter's Canvas, a perfect blank area to start painting. Whenever you choose a creature because of your Vivid Colors table and that creature is inside the area, you can make the Painter's Canvas change and you will receive a bonus according to the triggered color:

White - Rainbow Canvas: Chooses any other screen effect for the purpose of having this effect, except Black Screen.

Red - Burning War Canvas: All hostile creatures that start or end their turn within the area receive fire damage equal to half your Bardic Inspiration. All your allies gain resistance to fire damage.

Blue - Cold Rain Canvas: The area becomes difficult terrain for all hostile creatures within the area. All your allies gain resistance to cold damage.

Yellow - Canvas of Sunny Day: Any friendly creature that is inside the screen takes damage, if the attacker is inside the area it receives half your Bardic Inspiration in radiant damage. All your allies gain resistance to radiant damage.

Green - Canvas of Living Nature: Any friendly creature that receives a healing effect receives half your Bardic Inspiration in temporary hit points. All your allies gain resistance to poison damage.

Orange - Raging Storm Canvas: All allies within the area gain double movement speed until the end of your turn. All your allies gain resistance to electrical damage.

Purple - Canvas of Mystic Knowledge: Whenever a friendly creature do a Intelligence, Wisdom or Charisma saving throw, the creature can add 1d4 to the result.

Black - Lunar Rainbow Canvas: Whenever a hostile creature takes damage, it suffers your inspiration die in necrotic damage. All your allies gain resistance to necrotic damage.

You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest and there cannot be more than one Painter's Canvas at a time. If used while there is another Painter's Canvas, the old one will dissipate along with all effects present and will create a new Painter Canvas.
The Painter's Canvas area become 25-foot cube when you achieve level 10 and become 30-foot cube when you achieve level 14.

All the colors!

At level 6, you perfect your coloring techniques, bringing your colors to life. Your Vivid Colors table is improved as follows:

White: You regain one use of bardic inspiration and can rotate again on the Bright Colors table until it is a result other than Black and White.

Red: You roll your Bardic Inspiration twice, instead of once for each effect performed.

Blue: The target roll your Bardic Inspiration twice and gains temporary hit points equal to the result until the end of your next turn.

Yellow: Affected creatures are also illuminated until the end of your next turn and lose any effects that make them invisible.

Green: You choose one additional creature in range.

Orange: The creature does not suffer from opportunity attacks while under the effect of Orange.

Purple: The area becomes difficult terrain for hostile creatures until the start of your next turn.

Black: You roll the inspiration die three times, instead of twice, and you can roll it again in the Bright Colors table until it is a result other than Black and White.

Master of Colors!

At 14th level, you learn better to use the right tones for every situation.

Whenever you roll on the Vivid Colors table, you can roll the die twice and choose which of the two effects to bestow. If you roll the same number on both dice, you can ignore the number and choose two effects to activate on the same turn on the table, but you cannot choose White. Also, now your Painter's Canvas can have two active colors at the same time.

Previous Versions

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3/18/2022 3:11:29 PM
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