```metadata title: Painter - 5e class description: '' tags: [] systems: - 5e renderer: V3 theme: 5ePHB ``` # Painter Painters are the artists who possess a creativity strong enough to break the barrier imposed by the canvas and fade the line between imagination and reality with a swing of their brush. Painters do not know or question what confers them the ability to do so, they are too busy imagining the scope their future artworks are now able to reach. Being a master of creation, a painter specializes in altering reality through their paintings. Creating useful items, using the battlefield as a canvas whether to help your allys or to harm your foes, a painter is just as good as his creativity while under pressure. ## Class Features As a painter, you gain the following class features #### Hit Points **Hit Dice:** :: 1d8 per Painter level **Hit Points at 1st Level:** :: 8 + your Constitution modifier **Hit Points at Higher Levels:** :: 1d8 + your Constitution modifier per Painter level after 1st #### Proficiencies **Armor:** :: Light armor **Weapons:** :: Simple weapons, Brush weapon **Tools:** :: Painter's supplies **Saving Throws:** :: Intelligence, Dexterity **Skills:** :: Choose any 3 skills #### Spellcasting Ability {{text-align:center **Spell save DC**:: = 8 + your proficiency bonus + your Intelligence modifier **Spell attack modifier**:: = your proficiency bonus + your Intelligence modifier }} #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - Your favorite painting brush - Dagger and Leather Armor - Painter's supplies #### Quick build First, make intelligence your ability score. Your next highest score should be dexterity. As background, a good option could be Sage. {{pageNumber,auto}} \column :::::::::::::::::::::::::: {{classTable,frame,decoration ##### The Painter : | Level | Proficiency Bonus | Features |:-----:|:-----------------:|:--------- | 1st | +2 | Complementary Colours, Perfect Composition | 2nd | +2 | Paint my Reality, Experimental Mixing | 3rd | +2 | Artistic Approach, Stroke Styles, Artistic Expertise | 4th | +2 | Ability Score Improvement | 5th | +3 | Stroke and Retouch | 6th | +3 | Perfect Composition | 7th | +3 | Painter's Inspiration, Artistic Approach Feature | 8th | +3 | Ability Score Improvement | 9th | +4 | Masterful Strokes | 10th | +4 | Experimental Remixing, Perfect Composition | 11th | +4 | Artistic Approach Feature | 12th | +4 | Ability Score Improvement | 13th | +5 | Artistic Expertise | 14th | +5 | Perfect Composition | 15th | +5 | Inspired staining | 16th | +5 | Ability Score Improvement, Artistic Approach Feature | 17th | +6 | | 18th | +6 | Perfect Composition | 19th | +6 | Ability Score Improvement | 20th | +6 | Unrestrained Passion :: }} ![artist](https://imgur.com/I4vVLXK.png) {position:absolute,bottom:530px,left:390px,width:420px} {{watercolor11,top:-150px,left:600px,width:700px,transform:rotate(-19deg),background-color:#67edb3,opacity:30%}} {{watercolor11,top:-150px,left:600px,width:600px,transform:rotate(-10deg),background-color:#16ccb3,opacity:60%}} \page ### My favorite brush Starting at 1st level you designate your favorite brush and use it to deliver brushstrokes from the distance to your enemies. You can choose whether your brush is one or two-handed. (This affects the brush stats). It has the following statistics. {{descriptive ##### Favorite brush ###### Category: Items ###### Damage: 1d6 or 1d8 ###### Damage Type: Slashing ###### Properties: One or two-handed, Range, Finesse, Special, Heavy ###### Range: 30/120 or 150/600 ###### Weight: 1 ##### Special properties: ###### Recolour: If you bathe a magical weapon in a small body of water, you can extract its magical properties (Extra dmg and special effects of the weapon). Wetting the brush in said water, will transfer the properties to your brush and resize and reshape the brush to match the weapon in terms of funcionality (feats/other interactions) and changing the brush stats (one-handed:1d6dmg, 30/120 range; ###### two-handed:1d8dmg,150/600 range). ###### You can overwrite the absorbed weapon by absorbing another one. If you don't want to lose the current properties, you can paint a regular weapon similar to the original to transfer the properties from the brush to said weapon. : ###### Splatter attack: You can use an action to perform an attack that inflicts no damage and covers a 10 by 10 ft zone with paint that inflicts diverse effects. The zone remains painted until the start of your next turn. This attack uses the max range of the brush as limit for the impact point. }} If for some reason you lose or break you favourite brush, you can cut the point of your finger and with a bit of your blood (3hp) draw it from memory in the air, materialzing it in the same state before losing it. #### Level 1: Complementary colours A true artist cares about maintaining composition in all of their artworks, even during the heat of battle. : During combat, when you use your brush against your enemies, you stain them with one of the two types of colours depending of what type of attack you perform. : **Warm colours:** When you perform a regular attack with your brush, on a hit, the target gets stained with warm colours. : **Cold colours:** When you perform a splatter attack with your brush, every creature in the area of effect gets stained with cold colours. This effect also occurs whenever a creature enters a painted square touching the floor or ends it's turn within one. : Both states persist until the affected creature uses an action to clean itself. The moment a creature is stained with one of the colours while being stained with the other, the effect "Perfect composition" takes effect. : (Note: Invisible creatures get stained during splatter attacks, but their invisibility doesn't gets cancelled.) #### Level 1: Perfect composition Whenever a creature is stained by both, warm and cold colours, the combination of these, results in a beautiful explosion of colours, literally. : The creature suffers 1d4 + intelligence modifier of force damage and ends both states of stained. : The damage of perfect composition scales acording to you painter level. | Level | Damage | |:-----:|:-----------------:| | 1 | 1d4 + int mod | | 6 | 1d8 + int mod | | 10 | 3d6 + int mod | | 14 | 3d8 + int mod | | 18 | 4d8 + int mod | #### Level 2: Paint my reality You realize that reality is usually a bit kinda ugly, so you decide that it could use some of your artistic touch. : During long rests, you can sketch and save in your mind as many objects as your intelligence modifier. You can materialize said objects employing an action drawing in the air with your brush. During short rests, you can substitute one sketch with a new one. : The sketchs can replicate physical aspects of real objects, as toughness (up to steel), elasticity, viscosity, weight (as heavy as the real object or as light as a feather), thermal conductivity, electrical conductivity and colour. These aspects are up to you when creating the sketch. : This ability has the following limitations - You can't replicate magical properties. - You can materialize only one of each object at the same time. - You can't sketch different objects that serve the same function. - A sketched object can't be larger than a big creature or a group of objects. - A sketch can't replicate quimical aspects of an object (reactivity of powder, potable water, functional acid, etc). - If an object presents some kind of functional complexity, you must spend 10 minutes inspecting said object (or a similar one) before the creation of the sketch (a bear trap for example). - The sketchs are water soluble. Dissolving to regular paint on contact. {{pageNumber,auto}} \page #### Level 2: Experimental mixing You learn to mix your cold colors in a way that makes your splatter attacks' zones present new unique properties. Choose one of the following: - Sticky paint: The zones with paint are considered difficult terrain. : - Flammable paint: The zones with paint present the same functionality than a spilled oil flask. : - Luminescent paint: The zones with paint are considered bright light zones and reveal invisible creatures. If the creature abandons the zone, the invisibility is restored. : - Vantablack paint: The zones with paint are considered dim light zones and allow creatures within it to perform the hide action. If a creature succeds at hiding, it remains hidden until they leave the paint zone or until the paint vanishes at the start of your next turn. : You can change your choice every time you level up. #### Level 3: Artistic Approach At level 3 you select in which way you wish to expand your artistic capabilities selecting a subclass. : Ink Knight, Tattooer or Augmenter are your options. The features you obtain with each are detailed further below. #### Level 3: Stroke Styles You develop the wrist technique to alter in which way you perform your brushstrokes. When you attack with your brush you can choose between pointillism, long strokes or blunt strokes. Changing the damage type of the attack to piercing, slashing or blunt. : This also allows you to upgrade and change the shape of the zone of your splatter attack. Choosing between a 5ft x 30ft zone perpendicular to you, a 30ft x 5ft parallel to you or a 15ft x 15ft zone. #### Level 3: Artistic Expertise You gain Expertise in two of your skill proficiencies of your choice. At level 13, you gain Expertise in two more skill proficiencies of your choice. #### Level 5: Stroke and Retouch You are now able to do a splatter attack as part of your attack action for free. In the case of the tattoer subclass, this also applies when using your action to cast a spell. #### Level 7: Painter's Inspiration Your mind gets flooded with new forms and ways of painting the world, granting you new abilitties depending on your artistic approach. : You obtain as many painter's inspiration points as your painter level. This points replenish with every long rest. : Whenever you land a critical hit with your brush, such precise use of your brush inspires you, granting you a painter's inspiration point. #### Level 9: Masterful strokes You perfectionate your brushstroke technique, allowing you increase or alter your splatter attacks area of effect. You can now choose between a 10ft x 40ft zone perpendicular to you, a 40ft x 10ft parallel to you or a 25ft x 25ft zone. : Also, you can choose to use a smaller version of any of those areas, down to a 5ft area. #### Level 10: Experimental Remixing The colours of your splatter attacks' zones present even more properties. Choose one of the following: - Territorial paint: The zones with paint prevent any other stationary zone effects from appearing over them (fog clouds, oil puddles, spike growth). This includes ally's as well. This doesn't prevent area of effect attacks or already stablished area effects. - Slippery paint: The zones with paint become slippery, granting disadvantage on dexterity saving throws to any creature standing on them. - Transparent paint: The zones with paint become invisible to your enemies. They can only be seen via magical means or blindsight. - Conductive paint: The zones with paint extend any area of effect that touches them. This includes stationary areas like fog clouds or spike growth, as well as movile areas like the aura of corage of a paladin You can change your choice every time you level up. #### Level 15: Inspired staining You develop new ways to use your artistic inspiration points to grant a new effect to your paint zones during this turn. You can choose to activate only one per round. - Anti-magic paint (2 points): Any magic above the paint zone is suppresed until the paint dissappears - Inflatable paint (3 points): Your paint zones are inflated and become 10 foot tall blocks of paint. They are impassable and elevate any creature on the zone when you perform the splatter attack. #### Level 20: Unrestrained Passion Whenever you trigger the Perfect Composition feature, a wave of inspiration leads your hand instinctively wanting to improve your artwork, allowing you to perform an additional brush attack for free. This effect can trigger up to 3 times by turn. If you trigger this effect 3 times in a turn, every creature who suffered the Perfect Composition effect this turn, suffers it again. \page ## Painter subclasses A painter subclass is a specialization that grants you features at certain painter levels, as specified in each subclass. Painters show how they think their artwork should be accomplished through an artistic approach of their choosing. This section presents The Ink Knight, The Tattooer and The Augmenter. : ### The Ink Knight The Ink Knights know that the only way to meet with the expectations of their artwork, is to be face to face with their opponents. Taking a more agressive approach, with the help of their paint beneath their feet, these painters become a frontline warrior to consider. #### Level 3: Ink plating You learn to use your paint as an extension of your body, receiving the following benefits: - You obtain proficiency with medium armors, shields and martial weapons. - You obtain a fighting style of your choice. - You obtain a weapon mastery of your choice. - You gain 6 hit points and your hit dies are d10 from now on. - When you perform an attack action with your brush, if your target is within melee reach, your brush's damage dice become 2d4 or 2d6. (one-handed or two-handed brush). #### Level 3: Ink domain Whenever you are standing in a zone stained by your paint, the paint becomes itself your domain and aids you in different ways: - You can add half you intelligence modifier (rounded down) to your AC and attack rolls. - You can perform the actions dash, hide and disengage as a bonus action. The benefits of this actions take effect until you leave the zone stained by your paint. - The negative effects of your paint zones don't affect you. {{imageMaskEdge2,--offset:3%,--rotation:270 ![](https://imgur.com/t5xdWjj.png){height:100%} }} {{imageMaskEdge5,--offset:21%,--rotation:-2 ![](https://imgur.com/t5xdWjj.png){height:100%} }} {{pageNumber,auto}} \page #### Level 7: Domain manipulation You learn to use you painter's inspiration points to perform the following abilities: - Ink grasp (2 points): Using a bonus action, you can order your paint to grasp a creature standing over a paint zone, and on a failed intelligence saving throw, move it to any square of the painted zone. If the first saving throw is failed, the creature makes a second one, if failed too, the creature becomes restrained by the paint. The creature can repeat the saving throw every turn to break free. Moving a creature using this ability doesn't provoke oprtunity attacks. : - Ink transition (1 points): Whenever a creature enters a paint zone in which you are standing, you can use your reaction to sink in the paint and burst from a painted zone next to the creature. If the creature leaves your side, you can perform an opportunity attack. #### Level 11: Superior ink domain Making use of your painter's inspiration points, your domain brings you new abilities. - Domain entrapment (4 points): As a bonus action, you force the creatures of you choice within your domain to make an Intelligence saving throw against your spell save DC. On a failed save, the creatures can't leave your domain by non-magical means, you get advantage on attack rolls towards them and they have disadvantage on attack rolls against any creature other than you. They can repeat the saving throw to end these effects at the end of each turn. : While this effect takes place, the current paint zone doesn't disappear until you leave it. Also, if you perform a splatter attack, it won't create new paint zones. : Additionally, whenever you kill a creature with a brush attack that triggers the "Perfect Composition" effect, if both the creature and you are within your domain, you restore 2 painter's inspiration point. #### Level 16: Ink Coliseum Once per day, you can cast an arena made of ink from beneath your feet. The arena extends until containing all enemy creatures in combat with you and lasts for 1 hour, until you fall unconscious or until you use an action to deactivate it. While the Ink Coliseum is active, the following effects take place: - You and your allys can add the casters' intelligence modifier to your attack rolls, damage rolls and ability checks. - All the space within the arena is covered by your paint until the arena disappears. - Your allys are inmune to any negative effect of your paint zones - Your free splatter attack as part of your attack action is replaced by a regular attack. - Any creature can enter the arena, but no one can leave against your will, except if it's via a level 6th spell effect or higher. {{imageMaskCenter10,--offsetX:38%,--offsetY:-25%,--rotation:100, ![](https://imgur.com/613adJR.png){height:30cm,top:10px,left:270px} }} {{imageMaskCenter10,--offsetX:39%,--offsetY:0%,--rotation:100, ![](https://imgur.com/613adJR.png){height:30cm,top:10px,left:270px} }} {{pageNumber,auto}} \page ### The Tattooer The Tattooers are fascinated by the posibilities that the skin offers as a canvas. Whether its your own body or an ally's, you find a tattoo suitable for each indivdual. Along with this, you have always despised how little do magic scrolls last. Such intrincated and magnificent art pieces, only to be appreciated just one time. Seems like you have found at last a more permanent alternative. #### Level 3: Scroll Tracing During a long rest, you can dedicate yourself to trace up to two spell scrolls into your own skin as a tattoo. You can't have multiple tattoos of the same spell. The spell scrolls are destroyed during the process. At the discretion of the DM, a scroll may be too damaged to serve as tracing template. : Also, during long rests, you can delineate as many tattoos as your proficiency bonus + intelligence modifier. Delineated tattos can cast their spell once as if you were using a scroll, then they need to be delineated again before being able to cast the spell again. Delineated unused tattoos lose their properties at the end of the day. : Due to the complexity of each scroll, according to their spell level, you take more time to delineate it the higher the spell level is. This table represents how many delineates of each level you have time to do according to your painter level. You can upcast spells delineating them as if they were a higher level spell. : (Example: a lv7 painter with a +3 proficiency bonus and +4 intlligence, can delineate up to 7 tattoos. Example combination could be: 1 lv4 spell, 2 lv3, 1 lv2, 2 lv1 spells upcasted to lv2 and 1 lv1) : You get 3 lv1 spells and 1 lv2 spell from any spell list when you choose this subclass and a new one each level {{imageMaskCenter7,--offsetX:-10%,--offsetY:25%,--rotation:100,left:7cm, ![](https://imgur.com/JVok7Cu.png){height:20cm,top:0cm,left:cm} }} {{watercolor8,top:800px,left:-70px,width:300px,background-color:#630099,opacity:90%}} {{watercolor3,top:610px,left:-70px,width:300px,background-color:#af58e4,opacity:50%}} {{watercolor11,top:800px,left:100px,width:400px,background-color:#dc4ae1,opacity:80%}} {{watercolor11,top:1001px,left:300px,width:400px,background-color:#dc4ae1,opacity:30%}} {{pageNumber,auto}} \column : {{classTable,frame,decoration,wide ##### Delineated tattoos | Level | | | | | | | | | | | ^|1st |2nd |3rd |4th |5th |6th |7th |8th |9th | |:-----:|:---|:---|:---|:---|:---|:---|:---|:---|:---| | 3rd | 3 | 1 | — | — | — | — | — | — | — | | 4th | 4 | 2 | — | — | — | — | — | — | — | | 5th | 4 | 3 | 1 | — | — | — | — | — | — | | 6th | 4 | 3 | 2 | — | — | — | — | — | — | | 7th | 4 | 3 | 2 | 1 | — | — | — | — | — | | 8th | 4 | 4 | 2 | 1 | — | — | — | — | — | | 9th | 4 | 4 | 3 | 1 | 1 | — | — | — | — | | 10th | 4 | 4 | 3 | 2 | 1 | — | — | — | — | | 11th | 4 | 4 | 3 | 2 | 1 | 1 | — | — | — | | 12th | 4 | 4 | 3 | 2 | 2 | 1 | — | — | — | | 13th | 4 | 4 | 3 | 2 | 2 | 1 | 1 | — | — | | 14th | 4 | 4 | 3 | 3 | 2 | 1 | 1 | — | — | | 15th | 4 | 4 | 3 | 3 | 2 | 1 | 1 | 1 | — | | 16th | 4 | 4 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | | 17th | 4 | 4 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | | 18th | 4 | 4 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | | 19th | 4 | 4 | 3 | 3 | 3 | 2 | 2 | 1 | 1 | | 20th | 4 | 4 | 3 | 3 | 3 | 2 | 2 | 1 | 1 | }} \page #### Level 3: Customized tattoos Once per long rest, you can make a customized tattoo to yourself or an ally. Each member of the group can have 1 tattoo at the most. You can make as many tattoos as your intelligence modifier. The benefits of the customized tattoos depend of the highest ability score of the bearer. If there is a tie, wins whichever you think represents better the personality of the bearer. - Strength: Whenever the bearer attempts to grapple a creature, the tatto becomes alive and entangles the victim, granting him disadvantage on the saving throw. This tatto allows you to grapple even without free hands. : - Dexterity: Whenever the bearer lies prone, if they want, the tatto becomes alive and helps the bearer to get up immediatly using their reaction. Alternatively, the tatto can help the bearer crawl, halving the movement cost of crawling. : - Constitution: Whenever the bearer wishes, once per day, he can command the tattoo to reposition and harden itself when something is about to impact the bearer, reducing any incoming damage by their constitution modifier. This effect lasts 1 hour. : - Intelligence: Whenever the bearer makes any intelligence roll, the tattoo can become alive and brind visual aid displaying your inconscious thoughts on your skin, adding your intelligence modifier again to the roll. This effect can take place twice a day. : - Wisdom: Whenever the bearer wishes, he can spend a bonus action to command the tattoo to cover both eyes, granting him 30ft of blindsight during 6 seconds. : - Charisma: Whenever the bearer fails a charisma check involving another creature, he can command the tattoo to come alive and distract the creature, granting the bearer another try on the check. This effect can take place twice a day. #### Level 7: Inspired Tattoo Infusions You learn to use you painte's inspiration points to perform the following abilitties: - Colour infused spell (3 points): When you cast a spell using your tattoos, you can choose to infuse warm colours to it, staining with warm colours to whoever you hit with the spell. If the spell requires a saving throw, the creature only gets stained on a failed saving throw. If you infuse a concentration spell, it only stains until the start of your next turn. - Experimental delineate (1 points): As a bonus action, you try to delineate a tattoo using your inspiration points, using this one instead of the original delineate of the tatto on its next cast. The success rate depends on the level of delineate of the spell. Throw 1d10 - lv1-lv2: 1-6 (60% of success) - lv3-lv4: 1-4 (40% of success) - lv5-lv6: 1-2 (20% of success) - lv7-lv8: {{width:2px}} 1 {{width:2px}} (10% of success) : If this delineate remains unused for 10 minutes, becomes useless. #### Level 11: Advanced Customized Tattos You learn to integrate your brush or your allys' weapons in the customized tattoo of each one. : Engraving some drawings on each weapon, the weapons are now able to fuse with its bearer personalized tattos, carrying them without being detected. Even bypassing magic detecting means or true seeing. : Whenever the bearer wishes, the tattoed weapons can flow to the bearer's hands to materialize again. #### Level 16: Divine Inspiration You receive artistic inspiration beyond whatever you've felt before. Guided by it, you can inscribe one spell tattoo of each spell level into your skin. (At DM's discretion, some higher level spells might be unobtainable even so.) : Additionally, you learn to permanently delineate 2 of your tattos, one of lv1 and one of lv2. (Healing spells can't be chosen) Making them permanently available to you and granting each spell 2 effects of the following of your choosing. - Quickened cast: The spell costs a bonus action to cast instead of an action. - Colored cast: The spell becomes a colour infused spell at cast. - Precise cast: The saving throw of the spell is made with disadvantage, or in case of being an attack roll, it is done with advantage. These two can stack upon other sources of advantage/disadvantage. - Crippling cast: If the spell succeds on the attack roll or the targeted creature fails the saving throw, their speed becomes 0. - Critical cast: The spell crits on an attack roll of 15 or higher, or on a failed saving throw by 10 or more. : The choosing of spells can be postponed if you wish so. Once done, is irreversible. \page ### The Augmenter The augmenters believe that the best artwork possible, is one that is only possible through the combined efforts of themselves and their allys. They focus on bringing various benefits to their allies and debuffs to their foes making use of their splash attacks. #### Level 3: Ally-Friendly Paint You concoct your paints with the wellness of you your allies in mind. Due to this, you and your allys are inmune to any negative effect from your paint zones. Also, you can add two of the following effects to your paint zones. : - Pedestrian-friendly paint: The zones with paint are considered "easy terrain" for you and your allys, halving the movement cost to move through them. : - Healing paint: The zones with paint grant an extra 1d4 of healing whenever you or an ally restore hit points while standing in a painted zone. : - Shielding paint: The zones with paint grant a +1 AC to you or any ally standing on them : - Guiding paint:The zones with paint grant a +1 to attack rolls to you or any ally standing on them : You can change your choices every time you level up. #### Level 3: Teamwork makes the Dream Work Seeing your allys all cozy and well provided by your paint, inspires you to enhance your next brush attack. : At the start of your turn, you get a +1 to your next attack roll and damage roll for each ally standing in a painted zone, up to a +3. (This effect takes place before any paint zone disappears at the start of your turn) #### Level 7: Tactical paint uses Making use of your painter’s inspiration points, you are able to use the following abilities. : - Aiding paint (2 points): You can use your bonus action to grant advantage to every ally standing on a paint zone on their next attack roll. : - Annoying paint (2 points): You can use your bonus action to grant disadvantage to every enemy standing on a paint zone on their next attack roll. : - Paint shield (2 points): Whenever an ally is going to receive damage, if the ally is standing on a painted zone, you can use your reaction to raise a thin wall of paint to decrease the damage of the attack in 1d10 + your intelligence modifier. - Quick coating (1 point): You can use your bonus action to coat the weapon of an ally within 5ft with warm colours. The next time that ally hits a creature, that creature gets stained with warm colours. : : Additionally, whenever an ally crits a creature while standing on a painted zone, it restores you 1 point of painter's inspiration. #### Level 11: Helpful Paint Whenever an ally has to make a saving throw while standing on your paint zones, they can add half your intelligence modifier (rounded up) to their roll. #### Level 16: Boby and Toby Whenever an ally is unconscious while standing on a painted zone, you can spend 2 painter's inspiration points to make Boby and Toby, two little paint-made paramedic creatures, sprout from the paint and catch the unconsicious ally in a stretcher. : Boby and Toby will then pick anything the ally has dropped and rush to any desired location (without causing opportunity attacks) that they can reach without leaving the painted zones, where they will get the ally back on their feet with one hit point and hand him their dropped goods. : Additionally, once the ally is safe and sound, you can pay Boby and Toby with painter's inspiration points to mend the injuries of the ally, restoring 5 hit points for each point expended. Then they will dissappear in the paint. {{imageMaskCenter2,--offsetX:28%,--offsetY:-39%,--rotation:100, ![](https://imgur.com/nDnQKje.png){height:500px,top:580px,left:380px} }} {{imageMaskCenter2,--offsetX:36%,--offsetY:-43%,--rotation:100, ![](https://imgur.com/nDnQKje.png){height:500px,top:580px,left:380px} }} {{pageNumber,auto}} \page ## Art Sources {{note ##### Leonardo da vinci By KeiNhanGia }} {{note ##### Slimefolk Warrior By ancient mimic tavern }} {{note ##### Ink knight By Jorge Lopez }} {{note ##### Purple tattoos By Giuli arts }} {{note ##### Plasmoid wizard By ancient mimic tavern }} #### This class has been made by NarcolepticDracu \column ## Changelog ### 20/02/2025: - Added martial weapon proficiency to the ink knight - Incremented the skill proficiencies from 2 to 3 - Added the "Artistic expertise" feature ### 26/02/2025: - Clarified some details of the brush properties regarding interactions with feats. ### 27/02/2025: - Added the level 15 feature "Inspired staining" ### 1/03/2025: - Changed the level 5 feature to allow the tattoer to do a splatter attack along casting a spell - Corrected the slippery paint, it was supossed to be dexterity saving throws disadvantage, not disadvantage. ### 16/03/2025: - Buffed ink knight artistic inspiration points recovery and added hide to the bonus actions while on paint. - Added some spell choosing when choosing tattoer at lv3 - Cost of colour infused spell 4 --> 3 - Tweaked experimental delineate - Added features to divine inspiration ### 04/05/2025: - Added another option in experimental remixing. ### 18/05/2025: - Added to the tattoer one spell per level after lv3.