Base Class: Wizard
Wizards who study from the school of mangaka learn to wield their magics in a very interesting way, weaving their mana into sketch's on paper to bring forth art that mimics living creatures, the more experienced of mangaka wizards could even make even alter their creations in the middle of summoning. A wizard of this school is never truly alone, as their art is always there to protect them.
Sketch and Ink
Starting at 2nd level you gain proficiency in Calligrapher's Supplies, in addition you gain the power to bring your magical sketch's to life.
After spending at least a minute studying a non hostile living creature you may make a sketch of it in your spellbook, afterwards during a long rest you may spend a number of hours equal to the CR of the creature and an amount of gold equal to the CR of the creature x 25 in materials to ink that sketch, however creatures of CR 11-15 gold cost equals x50 instead of 25, CR 16-20 gold cost equals x100 instead 25, CR 21-25 gold cost equals x 200, and CR 26- 30 equals x400. (You may only sketch one of the same creature in you spell book at any give time, for example you may not have more than sketch of a goblin. )
As an action you can bring one of your inked sketch's to life within an unoccupied space with 5 feet of you, provided there is enough room for the summoned sketch. You may use this feature a number of times equal to your proficiency bonus and you may control up to one summoned sketch at a time, you regain all expended uses on a long rest.
The sketch returns to the spellbook after 10 minutes, it is reduced to 0 hit points or dismissed as a free action. The sketch uses the stat block of the creature it is mimicking however its hit points become the same as yours and it is easily identified as a copy as it retains it's on paper appearance. The sketch obeys your commands as best as it can. It takes its turn on your initiative. On your turn, you can verbally command the sketch where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, or Help action. If you don't issue a command, the sketch takes the Dodge action.
If you are incapacitated or absent, the sketch acts on its own, focusing on protecting you and itself. The sketch never requires your command to use its reaction, such as when making an opportunity attack.
The Art of Color and Shading
Starting at 6th level you have learned adding color to your finished sketch's gives your summoned sketch new abilities.
As part of the same action used to summon your sketch you may add one type of color and one type of shading to it giving it added bonuses until it returns to your spellbook, these effects are listed below:
Colors
Red: Your sketch gains resistance to fire damage and it's physical attacks now deal fire damage instead of it's normal damage type.
Blue: Your sketch gains resistance to cold damage and it's physical attacks now deal cold damage instead of it's normal damage type.
Yellow: Your sketch gains resistance to lightning damage and it's physical attacks now deal lightning damage instead of it's normal damage type.
Green: Your sketch gains resistance to acid damage and it's physical attacks now deal acid damage instead of it's normal damage type.
Brown: Your sketch gains resistance to thunder damage and it's physical attacks now deal thunder damage instead of it's normal damage type.
Purple: Your sketch gains resistance to poison damage and it's physical attacks now deal poison damage instead of it's normal damage type.
Pink: Your sketch gains resistance to psychic damage and it's physical attacks now deal psychic damage instead of it's normal damage type.
White: Your sketch gains resistance to radiant damage and it's physical attacks now deal radiant damage instead of it's normal damage type.
Black: Your sketch gains resistance to necrotic damage and it's physical attacks now deal necrotic damage instead of it's normal damage type.
Grey: Your sketch gains resistance to force damage and it's physical attacks now deal force damage instead of it's normal damage type.
Shading
Contour: All allied creatures within 10 feet of the sketch share its color resistance bonus.
Stippling: Any creature that hits the sketch with a melee attack within 10 feet take piecing damage equal to your proficiency bonus.
Scribbling: All hostile creatures with 10 feet of the sketch have their walking speed halved.
Crosshatching: All creatures that start within 10 feet of the sketch take damage equal to your proficiency bonus, the damage is the same as its color bonus.
Blending: The sketch and all allied creature with 10 feet of it gains advantage on stealth checks.
Editor's Notes
Starting at 10th level when you summon your sketch you can choose to edit it's appearance to change how it functions in combat. The different edits are listed below and last until the sketch returns to your spellbook.
Thicker Lines: Your sketch's AC and Saving Throws gain a +2 bonus, however it's speed is reduced by 20ft.
Thinner Lines: Your sketch's speed is increased by 20ft and it can jump twice it's normal distance, however it's AC and Saving Throws are reduced by -2.
Sharper Lines: Your sketch's attack rolls and damage rolls gain a +3 bonus, however it gains disadvantage on all saving throws.
Smoother Lines: Your sketch gains advantage on all saving throws however it's attack rolls and damage rolls are reduced by -3.
The Final Draft
Starting at 14th level you may choose to give a name to a sketch, allowing it to permanently keep its color, shading and edit bonuses when it returns to the book, however you will no longer be able to change it's color, shading or edit it farther, however you can use your bonus action to summon a named sketch instead of an action when using your sketch and ink feature.
Previous Versions
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12/17/2022 11:30:23 PM
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Coming Soon
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