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Beautiful forms and well placed colors, is the way these magic users learned to harness their prowess
and creativity. Not every painter in a noble’s castle, in a little workshop or teaching in great schools of
art, are those with the aptitude or power to create such imagery effects with their arcane prowess.
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Spellcasting
You augment your arcane prowess with the ability Spell save DC = 8 + your proficiency bonus +
to cast spells. your Intelligence modifier
Magic Ink. The Spellcasting table shows how many Painter Inspiration
Ink slots you have to cast your spells of 1st level and You can inspire others through inscriptions and
higher. To cast one of these spells, you must expend markings that aren’t visible but magically enhances
a magic ink slot of the spell’s level or higher. For them. To do so, you use your bonus action on your
example, if you know the 1st-level spell shield and turn to choose one creature within melee range and
have a 1st-level and a 2nd-level spell slot available, mark him. That creature gains one Painter
you can cast shield using either slot. You don’t need Inspiration die, a d6.
any components for those spells other than your ink.
Once within the next 10 minutes, the creature can
You start with 2 Magic Ink bottles and can use your roll the die and add the number rolled to one ability
initial gold to acquire more. The Magic Ink can be check, attack roll, or saving throw it makes. The
created by the Painter, doing a magic enchantment creature can wait until after it rolls the d20 before
on one ink bottle. You perform a ritual of 1 hour to deciding to use the Painter Inspiration die, but must
each bottle and have no limit to carry but their decide before the DM says whether the roll succeeds
weight. Each Enchanted Ink bottle contains 4 Ink or fails. Once the Bardic Inspiration die is rolled, it
Slots, but you can’t spend for spells more than what is lost. A creature can have only one Painter
the table says you can spend till you perform a long Inspiration die at a time.
rest. This limit is not applied to other effects. Ink
points and needs to be fueled with more ink, but You can use this feature a number of times equal to
doesn’t require being enchanted again. your Intelligence modifier (a minimum of once). You
regain any expended uses when you finish a long
Spells Known of 1st-Level and Higher. You know rest. Your Painter Inspiration die changes when you
two 1st-level spells of your choice from the Painters reach certain levels in this class. The die becomes a
spell list. The Spells Known column of the Painter d8 at 5th level, a d10 at 10th level, and a dl2 at 15th
table shows when you learn more painters spells of level.
your choice. Each of these spells must be of a level
for which you have spell slots. For example, when Chroma’s Gift
you reach 3rd level in this class, you can learn one Beginning at 3rd level, you skills are filled with
new spell of 1st or 2nd level. specific greatness that you can do wile painting that
you have improved and practiced. At 10th level and
Additionally, whenever you gain a level in this class, 17th level, you can choose an additional gift.
you can replace one of the spells you know with
another spell of your choice from the spell list. The
new spell must be of a level for which you have spell Scarlet Gift
slots. You can replace one of the spells you know When you hit a creature with a Weapon or a Spell, you
with another in long rests if you are with a spell can make an Intelligence check with DC equal to the
book or if someone with you has the spell to teach target Constitution. If you succeed, you gain 1 temporary
you the spell you choose. ink point to use. The point fades after 1 min if not used.
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Honey Gift The Infinite Inscribe
While in a short rest, you can use ink points equal to the At 20th level, you magically fuel one of your ink
spell level multiplied by 2 and for 1 hour you paint a bottles in a Short rest. When you roll initiative and
picture that is the spell in disguise. To activate the spell,
have no uses of Painter Inspiration left or magic ink,
the picture must be placed on a wall or hold open in some
you regain one use of Painter Inspiration and one
ones hands to be activated by you as a reaction. To notice
the spell, the creature must make an Arcana check with full bottle of ink.
the DC equal to 8 + your Proficiency + your Intelligence
modifier and succeed. Paint Style
You start developing a personal style of painting.
Gold Gift Painter’s seeks out new ways, methods to perfect
Any illusion that you do can be more convincing by adding
their paintings. These painters form loose
more realism to it. While using an illusion cantrip or spell,
associations and very much alike the bards they
you can expend your ink points to increase its DC by 1 for
each ink point expended this way and do the. form colleges.
Dijon Gift
You can use your Magic Ink to cover with paint in
The Sketcher
someone or something. With it you can magically make it The Sketcher is a creator of fast sorts. Their focus is
match his environment better or blur his presence. It has to paint and strike with unnatural speed of the
a bonus on Stealth checks or the DC for finding it and the arcane magic inside your body. Sketchers are
AC will be increased equal to your Intelligence Modifier. fearless and bloody combatants, turning corpses and
The AC Bonus doesn’t apply on you. bloodstains into their proud art.
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The Perfectionist Gifted Canvas
Perfectionist paints places and creatures from many Starting at this Paint Style, you may choose one
different places, focusing his efforts on trying to additional gift from the Chroma’s Gift features. You
perfect its creations to a realistic form. choose another one once you reach 6th level.
Creative Mind
Message, Arcane Lock, Hold Person,
At 14th level, you don’t need to have seen something Blue False Life Charm Person, Misty Step,
to copy it. Whenever you create a visual effect to Levitate Dispel Magic
change someone’s appearance, you can try to match (If you already know this spells, you can choose another spell of
its appearance and only need a description of what the list instead. This spells don’t count on your spells known.)
you want. You must succeed an Intelligence Check
to attempt to do it and the DC is determined by the
Swirl Mix
At 14th level, for each color you unlocked from
description that is given to you (work with your DM
Chroma’s Gift, you can choose after a long rest to
to set how difficult it will be).
Mix them into new combinations of power and
possibility’s. In addition to your Chroma’s Gift, you
The Legion
have:
Beginning at 18th level, you can sustain more than
one illusion effect that requires concentration. You Vermilion (Red, Red, Red)
can do simultaneously, by expending the double of While dealing fire type damage to a creature, if you roll 1
its magical ink cost, to create more than one in one in the damage dice, reroll that dice. This effect works only
action. 1 time on each dice you rolled.
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Violet (Red, Red, Blue)
When another creature you can see is target of an ability Secrecy (Blue, Blue, Blue)
check or a saving throw, you can use your reaction and You can cast alter self at will, without expending any
spend 2 Magic Ink to roll 1d4 and apply the number rolled Magic Ink.
as a bonus or penalty (your choice) to the creature’s roll.
You can do so after the creature rolls but before any
effects of the roll occur. Emerald (Blue, Blue, Yellow)
When you cast a spell that has duration, you can spend 1
magic ink to double its duration, to a maximum duration
Revelation (Yellow, Yellow, Yellow) of 24 hours.
You can cast disguise self at will, without expending a
Magic Ink slot.
Wine (Blue, Blue, Red)
You can choose one spell of your choice. You can spend
Salamander (Yellow, Yellow, Red) half of the magic ink cost of the selected spell. You can use
After taken damage, you can vanish and let a copy of you this feature 1 time before making a short rest.
in the current place you were and can move invisible 15
feet. You reappear if another creature hits the copy you
left or if you attack a creature in your turn.
Chroma-Strata (Red, Blue, Yellow)
When you cast a spell that target only one creature, you
can spend a number of Magic Ink to target a second
Moss (Yellow, Yellow, Blue) creature in range with the same spell (1 Magic Ink if the
As an action, you can regain hit points equal to two times spell is a cantrip).
your painter level. You must finish a long rest before you
can use this feature again.
Increased Pallet
When you reach 18th level, you can spend an
additional of 8 Magic Ink to use as spells. As well,
you unlock more spells based in your chromatic
choices.
-- Gift’s Selected --
Color 1 2 3 4 5
Red Chain Lightning Circle of Death Mordenkain’s Incendiary Cloud Meteor Swarm
Sword
Yellow Flesh to Stone Mass Suggestion Plane Shift Antimagic Field Time Stop
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Spell List
4th Level
Arcane Eye
Control Water
Fire Shield
Greater Invisibility
Giant Insect
Leomund's Secret Chest
Mordenkainen's Faithful Hound
Mordenkainen's Private Sanctum
Polimorph
Phantasmal Killer
Stoneskin
Wall of fire
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Spell Description Covered with Paint
1st-level conjuration
Create Companion Casting Time: Bonus action
1st-level conjuration Range: 10 feet
Casting Time: 1 Action Components: V, S
Range: 10 feet Duration: Concentration, up to 1 minute
Components: V, S As an action, you can splash you ink into something or
Duration: Concentration, up to 1 minute someone and cover it. When you cover, you can cover an
You can use your paint and speed of thought to magically empty space, an object, or a creature so it is camouflaged.
create a creature from your memory. As an action you can It gives to the painted a bonus of +2 on Stealth checks or
cast Created Companion. It has half its total hit points, all of any attempt to find it.
its physical stats and skills. Look at the Dungeons & Dragons
At Higher Levels. If you cast this spell using a spell slot of
Monster Manual for information about creatures, its stats
2nd level or higher, you gain an additional +2 for each slot
and powers.
level above 1st.
The Created Companion can’t:
• Cast spells, act with no an order given and speak;
• Create more than your Painter level divided by 2;
• Be charmed or controlled by anyone but its creator;
• Make Intelligence or Wisdom Checks and if it is target of
an effect that uses this attributes, it instantly fails.
Imaginary Weapon
1st-level conjuration
Casting Time: Bonus action
Range: 10 feet
Components: V, S
Duration: Concentration, up to 1 minute
As a bonus action, you can turn your Painter’s Focus into an
Imaginary Weapon. Your Painters Focus is turned into
weapon and it deals physical and magical damage fitting to
the weapons appearance and functionality. For example: if
you create a hammer, the damage must count as
bludgeoning and magical damage. The damage dice for the
weapon is 1d6.
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