Bard
Base Class: Bard

The college of artistry is all about the expression of ones self through the visual medium of art. When infused with some bardic magics, their creations can truly affect both mind & body, and in some cases even literally come to life. The is no better freedom than ones imagination, and the college of artistry allows one to use their imagination to the fullest, providing some of the most versatile set of skills in the multiverse.

Soul of an Artist

When you join the College of Artistry at 3rd level, you gain proficiency with painter's tools. You can now also use your painter's tools as your spell-casting focus for your bard spells, and after you finish a long rest your painter’s tools replenish any non-magical paint that was used that day.

Finally you also learn the Color Spray spell, it is treated as a bard spell, and it does not count towards the number of bard spells you know. If you are using your painter’s tools as your spellcasting focus you can choose to cast this spell at first level without using a spell slot by spending one inspiration die. If cast this way you can add the inspiration dice to the roll for the spell. Once you cast it using inspiration dice you must complete a long rest before you can cast it this way again.

War Paint

Also at 3rd level, you've learned the art of magically infusing your paints to directly affect the emotions of others. If you have your painter's tools in hand, you can spend one action to paint a sigil directly on a willing target other than yourself who is within 5ft of you. The target gains one of the following effects of your choosing for up to 10 minutes:

  • Bulls Rage Red - If a enemy creature is within 5ft of the marked target and tries to attack something other than the marked target, they must make a wisdom saving throw against your spellcasting DC. If they succeed they can continue as normal and are immune to this sigil for the next 24 hours. If they fail they have disadvantage on attacking anyone but the marked target that turn. (Minotaurs and other Bovine creatures have disadvantage on this save)
  • Obscuring Orange -  The target gains +1 to their AC if they're wearing light armor or are unarmored
  • Mellow Yellow - All fear effects on the target become suppressed.
  • Mean Green -  Once per turn the target can add 1d4 poison damage to one of their melee weapon attacks.
  • Bouncing Blue - If the target is hit by an attack dealing non-magical bludgeoning damage, the target can use their reaction to take 1/2 of the bludgeoning damage.
  • Protective Purple - The target gains +1 to all of their saving throws if they're wearing light armor or are unarmored

Once you use this ability you can't do so again until you complete a long rest, or until you spend a spell slot of any level to use it again. You can only have one of these effects active at a time. Once you use one of these effects, you can't use the same effect again until you finish a long rest. Either you or the marked target can end it early as a bonus action, destroying the sigil. If the target is hit by Acid damage, or drenched in water the sigil is also destroyed, ending the effect.

Still life Master

At 6th level, your mastery of the brush has allowed you to infuse your creations with enough magic to make them real. If you have your painter's tools in hand you can spend time drawing basic inanimate objects on a flat surface large enough to fit a 1-1 ratio image of the object, (the object created must be able to fit within a 10ft cube, and must be an object you have seen before). As a bonus action you can infuse magic into one of your objects, that you drew within the past one hour, and make it real and pulling it from the surface it was painted on. The object becomes 3D and retains all the original properties of the object it's based on, but it is very clearly a painted replica. After you make a painted object real it lasts for up to 1 hour, or you can dismiss it early as a bonus action, at which point it loses rigidity and fall into a pile of wet paint. The object is also destroyed early if it takes any acid damage or is completely submerged in water.

You can use this ability a number of times equal to your Charisma Modifier (minimum 1). You regain all expended uses after you finish a short or long rest.

The Items you can create and how long it takes you to create them are up to the DM's discretion, but in general a simple item like a bucket, crowbar, or simple weapon may only take one action to create.  However more complicated, or larger items like a ladder, rope, or martial weapon may take upwards of one minute to create.

Art of War

Starting at 14th level, if you have your painter's tools on you, you can spend 10 minutes and one inspiration die to create a painted chimera. When summoned you can choose between its' aquatic, terrestrial, and sky forms. The actual shape/design of the chimera is up to you. However, it's appearance doesn't affect its abilities, it must be a large creature that is visually capable of locomotion, and it is very clearly a creature made entirely of magical paint.

The painted familiar uses your proficiency modifier as its' own. When summoned, you can roll the inspiration die used in summoning this creature. It then gains a number of temporary HP equal to twice the result rolled. Whenever you give a bardic inspiration die to a creature within 30 feet of your painted chimera, your painted chimera also gains a free bardic inspiration die to use.

The painted familiar follows your orders and you can command it using a bonus action. If you give it no orders in combat it will defend itself if attacked or take the dodge action. The Familiar lasts for up to 4 hours, or until it drops to 0 HP.

Once you use this ability you can't do so again until you complete a long rest.

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