Base Class: Bard
While many bards tend towards artistic forms of self expression, you specialise in one form above the rest - graffiti. Using your quick eyes and steady hands, you can throw up art faster than anyone, and your time out on the streets evading over-enthusiastic guards has trained you in the art of a quick escape. Many members of this College started out as simple graffi artists, but have since discovered the inspiring potential of their works. Graffiti bards rarely meet, often having little more interaction than that of tutor and pupil, if that.
Bonus Proficiencies
When you join the College of Graffiti at 3rd level, you gain proficiency with Painter’s Supplies and in one of the following skills of your choice: Acrobatics, Athletics, Sleight of Hand or Stealth. In addition, whenever you buy painter’s supplies, you can also include a spray paint can in the purchase without increasing the price, and you can use a spray paint can as a spellcasting focus.
Arcane Artistry
At 3rd level, you can merge your artistry with your magical talent. The poison spray cantrip is added to the bard spell list for you. In addition, you gain an additional benefit whenever you cast certain cantrips.
Mage Hand. Whenever you use the floating hand created by this cantrip to manipulate painter’s supplies or a spray can, you can use your bonus action to control the hand.
Poison Spray. If the target fails its saving throw against this cantrip, it becomes coated in paint. Each creature that makes an attack against the target gains a +1 bonus to its attack roll, and Wisdom (Perception) checks to spot a painted creature have advantage. This lasts for one minute, or until the creature takes an action to wipe off the paint.
Prestidigitation. Whenever you use this cantrip to make a colour, small mark or symbol appear, you can have that symbol become durable. The symbol cannot be removed by nonmagical means, overlaps things that would attempt to cover it (such as paint or a cloth), and remains until it is dispelled or until you dismiss it as an action.
Enchanted Paints
Starting at 6th level, you can spend 8 hours imbuing a spray paint can with magical potency. A spray can imbued in this way never runs out of paint. In addition, a creature gains a benefit as long as the spray can is in the creature’s possession. When you enchant the spray can, choose one of the following benefits:
- Proficiency in either the Sleight of Hand or Stealth skill and the ability to understand Thieves’ Cant
- Advantage on any checks to maneuver through crowds, and the ability to ignore difficult terrain until the end of your turn whenever you take the Dash action
- Proficiency in Wisdom saving throws
- A bonus to the DC of any illusion spell you cast equal to half your proficiency bonus (rounded down)
Each time you cast an illusion spell of 1st level or higher, you can change the effect of your spray paint can if the spray can is on your person. If you create a new spray can, the previous one ceases to function.
Inspiring Kaleidoscope
At 14th level, as an action, you can let loose a flurry of colours from your spray can, coating every surface around you in paint.
Each creature within 15 feet of you becomes tagged by your paint. If a creature is hostile, it must make a Constitution saving throw or become blinded until the end of its next turn. In addition, the creature has disadvantage on Dexterity (Stealth) checks, and attacks against the creature cannot suffer from disadvantage until it or an adjacent creature uses an action to wipe the paint off. If a creature is friendly, it gains a single use of your bardic inspiration, even if it already has one. This does not expend a use of your bardic inspiration.
Finally, any floors, walls, and other objects within the area also become tagged with a vibrant and inspiring mural, granting any friendly creature the effects of the Heroism spell while standing on a tagged space. The area remains tagged for 1 minute.
Once you use this ability, you can’t do so again until you finish a long rest.
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