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The Painter

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.

Proficiency Cantrips Spells Magic Ink per Spell Slot


Level Bonus Features Known Known Spell Level Level
1st +2 Painter Inspiration(d6), Spellcasting 3 2 2 1st
2nd +2 __ 3 3 3 1st
3rd +2 Chroma’s Gift, Paint Style 3 4 6 2nd
4th +2 Ability Score Improvement 4 5 7 2nd
5th +3 Painter Inspiration(d8), Endless creativity 4 6 9 3rd
6th +3 Paint Style feature 4 8 10 3rd
7th +3 __ 4 9 11 4th
8th +3 Ability Score Improvement 4 10 12 4th
9th +4 __ 4 11 14 5th
10th +4 Painter Inspiration(d10), Chroma’s Gift 5 12 15 5th
11th +4 _ 5 12 16 6th
12th +4 Ability Score Improvement 5 13 17 6th
13th +5 __ 5 13 18 7th
14th +5 Paint Style feature 5 14 19 7th
15th +5 Chroma’s Gift, Painter Inspiration(d12) 5 14 20 8th
16th +5 Ability Score Improvement 5 15 21 8th
17th +6 Canvas, Chroma’s Gift 5 15 22 9th
18th +6 Paint Style feature 5 15 22 9th
19th +6 Ability Score Improvement 5 15 22 9th
20th +6 The Infinite Inscribe 5 15 22 9th

Creating a Painter Hit Points


Painters thrive on creation, whether those are Hit Dice: 1d6 per painter level
existing or from his own mind. Your past could be of Hit Points at 1st Level: 6 + your Constitution Modifier
a poor person or a noble, but with such aptitude you Hit Points at Higher Levels: 1d6 (or 4) + your
Constitution Modifier per painter level after 1st.
have conquered the hearts of those around you and
the eyes of those who appreciate the beauty of your
creation. Some painters acquire their magical ink Proficiencies
through extraordinary means. Have you got Armor: None
Weapons: Daggers, Darts, Slings, Quarterstaffs, Sickle
inspiration from fey creatures, blessed by gods or
Tools: Painter’s Supplies
other supernatural creatures? Have you served an
apprenticeship, studying under a master, following Saving Throws: Dexterity, Intelligence
the more experienced painters until you were ready Skills: Choose two from Arcana, Deception, Perception,
to strike out your own? Investigation, Insight, Persuasion, Sleight of Hands and
Stealth
Quick Build
You can make a painter quickly by following these Equipment
suggestions. First, Intelligence should be your You start with the following equipment, in addition
highest ability score, followed by Dexterity. Second, to the equipment granted by your background:
choose the entertainer background. Third, use your
initial equipment and gold to gather materials
• (a) any simple weapon or (b) a Quarterstaff
• (a) an explorer’s pack or (b) a Diplomat’s Pack
necessaries for your first steps and levels. • (a) two daggers or (b) 10 darts
• a Painters Focus, a Bottle of Ink and Painter’s Supplies
Class Features (The Painters Focus is a magical Brush tool. Work with your DM to fit your
As a painter, you gain the following class features: idea of the focus. For example: a painter’s focus could be a Quarterstaff
with a paint brush on the top, or a magic wand with a brush top)

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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

Spell attack modifier = your proficiency bonus +


Cantrips. At 1st, you learn two cantrips of your
your Dexterity modifier
choice from the Sketcher spell list. You learn an
additional cantrip of your choice at 10th level.

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.

Spellcasting Ability. Intelligence is your Crimson Gift


spellcasting ability for your spells, since you learn As a reaction, you can spend two times the ink cost of a
your spells through study and memorization. You spell to cast it as an opportunity attack.
use your Intelligence whenever a spell refers to your
spellcasting ability. In addition, you use your Carmine Gift
You can use the blood your blood to fuel your Ink Points.
Intelligence modifier when setting the saving throw
A action, you lose a number of hit points equal to 1 + your
DC for a spell you cast and when making an attack Intelligence modifier and gain Ink Points equal to your
roll with one. Intelligence modifier (to a minimum of 1 point).

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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.

Lapis Gift Fast Hands


While doing a Short rest, you can make an Intelligence Starting at 3rd level, you have proficiency to any
Check and restore your ink bottles with temporary ink
finesse melee weapon and you can treat this weapon
that lasts for 4 hours. You can’t use this feature if you
as a painters focus.
don’t have an empty ink bottle.

Cerulean Gift Extra Attack


If a creature succeeds to make an attack on you, you can Also at 3rd level, you can attack twice, instead of
use your reaction to expend ink points to minimize the once, whenever you take the Attack action on your
damage you take. The damage is reduced by your turn.
Intelligence modifier + Ink points expended this way.
Bloody Artist
Denim Gift Beginning at 6th level, while using your action to hit
Your Spell Save DC is equal to: 8 + your proficiency bonus someone with your Weapon covered with Magic Ink,
+ your Intelligence modifier + half Dexterity Modifier.
you can poison the target with it. You roll an
additional damage dice of your Weapon and it does
Paint Style its damage as Poison damage. The target must
At 3rd level, you delve into the advanced techniques succeed in a Constitution saving throw against the
of a painter style of your choice: the Perfectionist or DC of your Spell save DC. If the creature succeeds,
the Sketcher both detailed at the end of the class it takes half of the total damage, if the creature
description. Your choice grants you, features at 3rd fails, it takes full damage.
level and again at 6th level, 14th and 18th level.
Arcane Stream
Ability Score Improvement Starting in 14th level, you learn to harness your
When you reach 4th level, and again at 8th, 12th, arcane essence to surpass a creature resistance to
16th, and 19th level, you can increase one ability your hits. When you hit a creature with a spell
score of your choice by 2, or you can increase two attack, that creature has disadvantage on the next
ability s cores of your choice by 1. As normal, you saving throw it makes against a spell you cast.
can’t increase an ability score above 20 using this
feature. Frenetic Esthetic
When you reach 18th level, after using your action
Endless Creativity to do Imaginary Weapon or a Created Companion,
Beginning when you reach 5th level, you regain all you can make one additional Imaginary Weapon (as
of your expended uses of Painter Inspiration when long as you have a free hand to hold it). If you are
you finish a short or long rest. holding Imaginary Weapon in each hand, you have
Extra attack.

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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.

Seekers by nature these painters try working with Chromatic Affinity


everything their eyes can see and match it in a Starting at 3rd level, you unlock new potentials with
staunching way into their canvas. Gathered in the chromatic choices you done. The Chroma’s Gift
mages lairs or kings thrones, these painters work
features are linked to different colors as listed
creating illusory walls, secret passages and
replicates that look so real that no one could ever below:
suspect that it is false. Red: Scarlet Gift, Crimson Gift, Carmine Gift;
Yellow: Honey Gift, Gold Gift, Dijon Gift;
Blue: Lapis Gift, Cerulean Gift, Denim Gift;
Reality Bended
At 3rd level, your illusory skills have more potential. The combination unlock new possibility’s, matching
Whenever you create an illusion it is more real than
to your desires and possibilities. You unlock the
reality itself, any illusion of creatures and objects
following cantrips and spells:
can be touched as if it was a physical thing. They
can act as weapons or fighting companions. IF it is a -- Gift’s Selected --
Color 1 2 3
companion, the CR of the creature must be lesser
then your current level. Produce Flame, Burning Hands, Flaming Sphere,
Red Witch Bolt Magic Missile, Haste, Fireball
Ventriloquism Blindness/Deafness
Starting at 6th level, you can attempt to fool
someone by mimicking the voice or a sound on you Thaumaturgy, Sleep, Darkness,
Yellow Fog Cloud Shield, Tongues,
or with your illusions. Enlarge/Reduce Nondetection

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.

The Colorist Fire (Red, Red, Yellow)


You can create a blast of arcane energy that strikes your
Colorists are the most adepts of elements, painters
target. As an action, you can spend 2 Magic Ink and
of landscapes in expressive colorful pieces of art,
they match, mix their pallets and achieve the right choose a creature within 60 feet of you. That creature
tone to their purpose and will. must make a Constitution saving throw. On a fail save,
the creature takes 2d10 of magic damage, plus an extra
Connected with their arcane, they release their 1d10 for each additional Magic Ink you spend. The
inner powers and match their will and persona, with creature is then marked, you know the exact position
their pallets and color choices. where the target is within 400 feet of you and it can’t hide
from you with magical means.

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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

Blue True Seeing Eyebite Mordenkain’s Telepathy Gate


Magnificent Mansion

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Spell List

Catrips (0 level) 5th Level


Blade Ward Animate Objects
Dancing Lights Dominate Person
Light Scrying
Mage Hand Seeming
Mending Teleportation Circle
Minor Illusion Wall of Stone
Prestidigitation
Shillelagh 6th Level
True Strike Arcane Gate
Dewmij’s Instant Summons
1st Level Hold Monster
Color Spray Mass Suggestion
Covered with Paint True Seeing
Create Companion Wall of Ice
Disguise Self
Faerie Fire 7th Level
Find Familiar Forcecage
Fog Cloud Mirage Arcane
Ilusory Script Plane Shift
Imaginary Weapon Prismatic Spray
Silent Image Project Image
Tasha's Hideos Laughter Simulacrum
Unseen Servant Symbol
Teleport
2nd Level
Alter Self 8th Level
Barkskin Antipathy/Sympathy
Blur Clone
Continual Flame Dominate Monster
Enlarge/Reduce Maze
Find Steed Power Word Stun
Invisibility
Magic Weapon
9th Level
Mirror Image
Astral Projection
Pass Without Trace
Foresight
Web
Gate
True Polymorph
3rd Level Prismatic Wall
Dispel Magic Shapechange
Fear Weird
Gaseous Form
Glyph of Warding
Leomund's Tiny Hut
Major Image
Nondetection

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.

At Higher Levels. If you cast this spell using a spell slot of


2nd level or higher, the duration of the spell increases by 1
minute for each slot level above 1st.

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.

At Higher Levels. If you cast this spell using a spell slot of


2nd level the damage dice for the weapon is 1d8, at 3rd
level the damage dice for the weapon is 1d10, at 4th level
the damage dice for the weapon is 1d12.

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