Art Based Subclasses

by DrakeBigShep

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The Magic of Painting

Easel Weaver Artificer

The Easel Weaver is an Artificer who blends magic with artistic skill, using their creations to influence the world around them. They can bring their drawings and paintings to life, whether by crafting temporary constructs, illusions, or even finding a more explosive use for their discarded ideas. Their magic is tied to their artistic expression, allowing them to channel creativity into tangible effects.

Tool Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with Painter's supplies and can use them as an arcane focus for your Artificer spells and features. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

Easel Weaver Spells

Level Spell
3rd Color Spray, Chromatic Orb
5th Invisibility, Mirror Image
9th Hypnotic Pattern, Major Image
13th Hallucinatory Terrain, Fabricate
17th Bigby's Hand, Creation

Scrapbook Explosives

Starting at 3rd level, you figure how to put those concept paintings to use, turning medicore ideas into an explosive munition. When you finish a long rest, you can use your painter's supplies to turn a number of Scrapped Sketches equal to your Intelligence Modifier into colorful explosives.

As an action you can throw one of these explosives to a spot you can see within 60 feet. The Scrapped Sketch bursts into a colorful burst, requiring all creatures within a 15 foot radius to make a Dexterity saving throw against your spell save DC. The effects of each burst depend on the scrapped idea; you can choose one of the following when you throw one of your scraps:

Pose Study – Creatures that fail their saving throw take 1d6 force damage, and those that succeed take half as much. This damage increases by 1d6 when you reach 5th, 11th, and 17th level.

Landscape Practice – Creatures are pushed up to 10 feet directly away from the explosion.

Color Study – Creatures that fail their saving throw become blinded until the end of your next turn.

Senseless Scribbles - Creatures must make a Wisdom saving throw or have disadvantage on their next attack roll or saving throw.

Color Palate

Starting at 5th level, you develop a preference for a particular color scheme to use in your artwork. Whenever you complete a short or long rest, choose acid, cold, fire, lightning, poison, or thunder. The damage type of your Pose Study changes to this camage type and you can add your Intelligence Modifier to spell that deal that type of damage and your Pose Study Scraps.

Realistic Illustration

Starting at 9th level, you gain the ability to create highly realistic illusions. You learn the Silent Image spell, which doesn't count against your number of spells known. When you cast Silent Image, you can spend an additional 1 minute to make the image feel real if it is physically interacted with. To determine if the illusion is real, a creature must succeed on an Intelligence (Investigation) check against your spell save DC.

You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain expended uses after finishing a long rest.

Art Barrier

Starting at 15th level, you can transform a simple illustration into a tangible barrier that provides protection. As a bonus action, you can create a vivid barrier in a space within 30 feet of you. This barrier grants three-quarters cover to you or an ally behind it. The barrier is stationary and lasts up to 1 minute. You and your allies can move through the barrier without hindrance.

Once you use this feature, you must finish a short or long rest before you can use it again.

Path of Blood Ink Barbarian

Within the bones of the world, ancient sigils are drawn in blood. Rituals long forgotten by civilized minds. An ancient art of using illustrations painted in the blood of one's enemies, forcing those who practice this art to walk a line between creativity and madness. Their blood is your ink, and your blade is the brush. To walk this path is to embrace the untamed and unrestrained forces that flow through us all.

Bloody Sigils

Starting at 3rd level, your weapon begins to soak up the blood of your enemies, allowing you to use it to paint or carve sigils that channel ancient and devestating powers. You gain a new resource called Blood Ink. You can have a number of charges equal to 1 + your Constitution modifier. Whenever you successfully land an attack with a melee weapon while raging, you gain a charge of Blood Ink. You can spend these charges on Blood Sigils as a bonus action. You learn 2 Blood Sigils at 3rd level and learn an additional sigil at 6th, 10th, and 14th levels. Whenever you gain a level in the barbarian class, you can swap one of your Blood Sigils for a new one. The DC for any saving throws required by your Blood Sigils is based on your Constitution modifier. Your Blood Ink charges reset to 1 whenever you complete a long rest.

Blood Reading

Starting at 3rd level, you know the flow of blood through the bodies of people and the creatures of nature both, and how to use your sigils to read it. You can expend a charge of Blood Ink to grant yourself advantage on a Medicine, Animal Handling, or Athletics check. You also gain proficiency in Painter's Supplies if you didn't already have it.

Clarity of Mind

Starting at 6th level, you are skilled enough to calmly use your sigils and with the clarity to use extra blood when needed. You can now use your Blood Sigils while not raging. Additionally, while you are raging you can expend an addition Blood Ink to increase the range of Tremor, Tyrant, and Destruction by 5 feet; you can add your strength modifier to Rot and Aegis; you can add an additional 20 feet to Tiger, and Slaughter applies to one additional attack.

Ancient Imposition

Starting at 10th level, your illustrations with blood are impressive but horrifying, and you learn how to exploit that. You can expend a charge of Blood Ink to grant yourself advantage on an Intimidation, Performance, or Insight check.

Blood Burst

Starting at 14th level, you have reached full mastery of the ancient blood arts and can release them in an explosive blast. As an action, you trace a Mark of Eruption on your own chest to expend a number of Blood Ink charges up to 4, to release an explosive burst. All creatures within 10 feet of you must make a constitution saving throw. On a fail, each target takes 1d12 necrotic damage for each Blood Ink you possess, adding both your strength modifier and rage damage. On a success they take half damage. You automatically succeed on this saving throw. Additionally, you double your proficiency bonus when making checks with Painter's Supplies.


Sigils

Mark of Rot. You carve a rancid sigil of death into a target. Make a melee attack roll. On a hit, you deal 1d4 necrotic damage. The damage increases as you gain levels: 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level.


Mark of Tremors. You stamp a mark into the ground at the feet of a target. The target and any creature of your choice within 5 feet of them must make a constitution saving throw or fall prone.


Mark of the Tyrant. You create a terrifying mark of tyranny on a target. The target and any creature of your choice within 5 feet of them must make a Wisdom saving throw or become frightened by you until the end of your next turn.


Mark of Destruction. You carve a mark signifying destruction. When used on an object, it takes 6d8 force damage. If the object is destroyed, any creatures within 5 feet, except yourself, must succeed on a Dexterity saving throw or take 1d6 force damage from shrapnel.


Mark of the Aegis. You gently trace a protective mark on a target you can see within your range, including yourself, granting them temporary hit points equal to 1d4 + your Constitution modifier.


Mark of the Tiger. You quickly trace this sigil under your own feet or the feet of a friendly target. The target must make a Constitution saving throw. On a failed save, they are launched 20 feet in a direction of your choice. They can choose to fail this save.


Mark of Slaughter. You carve a sigil of murder into a target, marking them for death. The next attack made against the marked target by a creature other than you is made with advantage.

College of Illustration Bard

A sketchbook in hand and a mind full of ideas. Bards of this college are always sketching, putting their ideas and creativity onto paper. Some get so skilled that the magic they weild can bring their illustrations to life, able to change the very world around them with their art. They enjoy a moment to show their art to the world, making them physical and capable of interacting with things or aiding their allies. Illustration is a method of entertainment as well, afterall.

Bonus Proficiencies

Starting at 3rd level, you gan proficiency in Performance and Painter's Supplies. If you already have proficiency in performance you may choose another proficiency from those available to bard. If you already have proficiency in painter's supplies, you can choose another artisian tool of your choice. You can also use your Painter's Supplies as an arcane focus to cast your bard spells.

Quick Concept

Starting at 3rd level, you're skilled enough to do crude sketches within seconds that you can manifest to help allies. As a reaction, when a creature within 60 feet of you that you can see or hear makes an attack roll or ability check you can expend a use of your Bardic Inspiration to conjure a temporary, physical version of a drawing you've made. You can sketch the following doodles.


Crude Shield. You quickly sketch a shield, which manifests in front of a creature that is attacked, granting them a bonus to their AC equal to your Bardic Inspiration die against the triggering attack.


Fancy Weapon. You draw a fancier version of the weapon they currently hold. It momentarily alters their weapon and allows them to add your Bardic Inspiration die to their next weapon damage roll.


Butler. You quickly draw what you think an assistant for them may look like. It helps them, allowing them to add a roll of your Bardic Inspiration die to the triggering skill check.

Expanded Repitoire

Starting at 6th level, you learn how to make more elaborate illustrations, able to make bigger and grander art. You learn 2 additional spells of your choice. These spells must be of the illusion school and be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you but don't count against the number of bard spells you know. Whenever you gain a level in Bard, you may replace one of your known spells with another spell from the Illusion school.

Realistic Depictions

Starting at 14th level, you learn how to sketch so thoroughly that your drawings are practically real. When you cast an illusion spell, you can use your bonus action to make the illusions feel physically real, able to be interactable for the duration. You cannot use illusions in this way to remove parts of terrain or deal direct damage, such as creating a pit or dropping a boulder onto another creature. To tell an illusion isn't real and dispell it, a creature must use their action to make an investigation or arcana check against your spellsave DC and you can use your reaction to add a roll of your bardic inspiration to the DC.

 

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