Base Class: Cleric
In the realm of spellcasters, Ink Clerics stand as enigmatic artisans of the arcane, drawing from a unique wellspring of creative prowess. They are born from a curious amalgamation of artistic talent and divine connection, forging an intimate bond with the ever-flowing currents of the Weave. These gifted individuals harness the power of colors, shapes, and symbols, transforming the abstract energies of the multiverse into tangible manifestations of their artistic visions. A battlefield graced by the presence of an Ink Cleric is irrevocably altered, as if the gods themselves have taken to painting with wild abandon upon the canvas of reality.
Ink Clerics are masters of the arcane ink, and their spells are their brushes, their gestures akin to masterful strokes of an artist's hand. With every incantation, they conjure vibrant patterns and intricate designs, infusing their magic with a mesmerizing aesthetic. When they heal, their restorative energies manifest as soothing washes of color, knitting wounds together as if threads on a celestial loom. In battle, their spells become vibrant projectiles of destruction, leaving an awe-inspiring trail of vivid destruction in their wake.
As they ascend in power, Ink Clerics develop the remarkable ability to manipulate the very fabric of reality itself. They can distort perceptions, casting illusions that rival the works of the most renowned painters, confusing foes with a tapestry of ever-shifting imagery. Their mastery over the Weave allows them to traverse the realms with ease, stepping between dimensions as if navigating the pages of a magical tome.
Ink Clerics are not just wielders of magic but also staunch advocates of artistic expression. They often find solace in creative endeavors, and their sacred places are adorned with murals, sculptures, and vibrant tapestries that tell the stories of their faith. They hold a deep reverence for the visual arts, believing that through the act of creation, they forge a deeper connection with the divine forces that guide them.
Ink Clerics bring a captivating blend of artistry and arcane might to the world. Their spells paint the battlefield in hues both wondrous and chaotic, leaving allies and enemies alike in awe of their unique mastery over the Weave. As they delve deeper into their artistic journey, they unlock secrets of the multiverse itself, proving that the brush and the spellbook can be one and the same in the hands of a true Ink Cleric.
Domain Spells
You gain domain spells at the cleric levels listed in the Ink Domain Spells table. See the Divine Domain class feature for how domain spells work.
Ink Domain Spells
| Cleric Level | Spells |
|---|---|
| 1st | absorb elements, color spray |
| 3rd | blur, acid arrow |
| 5th | blink, major image |
| 7th | black tentacles, vitriolic sphere |
| 9th | conjure elemental, seeming |
Empowered Color
At 1st level, you draw innate power out of magically applied color. When you cast prestidigitation on an object or weapon, it becomes thinly coated with paint of a chosen color, and creatures not friendly to you take 1d6 damage of one of the following types when they touch it or are hit by an attack from it.
- Red - fire damage
- Orange - thunder damage
- Yellow - radiant damage
- Green - acid damage
- Blue - cold damage
- Purple - poison damage
- Black - necrotic damage
- White - lightning damage
In addition, you learn the prestidigitation cantrip, which doesn’t count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action.
You can choose to cast prestidigitation as a leveled spell. When you cast it using a spell slot of first level or higher, damage from affected objects increases by 1d6 for every level above a cantrip.
Vivid Stroke
At 1st level, you gain the ability to mark creatures with color, rendering them vulnerable to its corresponding damage type. When you cast a spell in the Evocation school, you can use your bonus action to cause a mark of paint to appear on the targeted creatures. Marked creatures gain vulnerability to the damage type associated with the color (if the spell does not specify the color, you choose one of the following). The colors and effects are as follows:
- Red - fire damage
- Orange - thunder damage
- Yellow - radiant damage
- Green - acid damage
- Blue - cold damage
- Purple - poison damage
- Black - necrotic damage
- White - lightning damage
When you use this feature, the spell's energy manifests as paint rather than energy, and it does not shed light if the spell originally specified that it normally does. The paint mark lasts for one minute and cannot be removed by physical or magical means until its duration ends. Only three creatures can be marked at once, and a given creature can only be marked with one color at a time. If you use this feature on a creature that is already marked, you can choose to change the mark's color, but you cannot combine the two. The feature fails to leave a mark if three creatures are already marked.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.
Channel Divinity: Shield of the Brush
Starting at 2nd level, as a bonus action, you can use your Channel Divinity to create a protective aura of vibrant colors around you and a number of your allies up to your Wisdom modifier. This aura grants resistance to one type of damage (fire, cold, etc.) of your choice for a number of rounds equal to your Wisdom modifier. Once you use this feature, you can't use it again until you finish a short or long rest.
Master of Hues and Shades
At 6th level, you gain the ability to mark up to five creatures at once with your Vivid Stroke feature. Additionally, you gain proficiency in the Painter's Tools. You can now also choose to mark the same creature with multiple colors, and they gain vulnerability to all associated damage types.
Canvas of the Divine
As an action, you choose an area consisting of up to five 10-foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. You cover the surface in this area in a coat of glossy paint, and creatures that move into or start their turn within it take 2d6 damage of the damage type corresponding to its color and are marked, as if by your Vivid Stroke feature, with that color until the start of their next turn.
You can use this feature once per long rest.
Masterpiece
Starting at 17th level, your ability to paint reality extends beyond the reach of a solitary target. Your Vivid Stroke feature no longer has a limit on how many creatures can be marked; you need only to be able to see them. When a marked creature takes damage of a type corresponding to any color it is currently marked with, any other creatures that are within 30 feet of it and are marked with that color also take the damage.
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