Artiste

*Homebrew Class – No Expansion*

A man runs a brush along a blade; in an instant it is set alight. Two maidens stand guard over a shrine, talismans in hand. A woman flees the scene leaving behind nothing but a mural. Becoming an Artiste takes time and dedication to master not only yourself but the world you can see.

### Looking for Perfection

An Artiste is never satisfied with their work and always looks to improve themselves often times they may go to extreme lengths to achieve their goals.

### The World

To an Artiste, the world is a canvas for their brush to paint and, while they can come from all walks of life and appreciate the world just the same, many prefer seclusion as opposed to an exciting life where they could experience death.

### Creating an Artiste

When creating an Artiste the most important thing to consider is their motivation to leave their life of safety and comfort. Perhaps they desire to broaden their horizons and gain a deeper understanding of the world. They could be searching for their own fulfilment or maybe a friend just dragged them along against their will.

#### Quick Build

You can make an Artiste quickly by following these suggestions. First Wisdom should be your highest ability score followed by Constitution. Second, choose the Hermit background.

## Class Features

### Basic Features

#### Hit Points

* **Hit Dice:** 1d6 per Artiste level
* **Hit Points at 1st Level:** 6 + your Constitution modifier
* **Hit Points at Higher Levels:** 1d6 (or 4) + your Constitution modifier per Artiste level after 1st

#### Proficiencies

* Armour: Light armour
* Weapons: Simple weapons
* Tools: Painter’s supplies, one musical instrument
* Saving Throws: Wisdom, Charisma
* Skills: Choose two from Perception, Religion, Survival, Medicine, Persuasion, Deception, Insight

#### Equipment

You start with the following equipment, in addition to the equipment granted by your background:

* (a) a light crossbow and 20 bolts or (b) any simple weapon
* (a) a component pouch or (b) an arcane focus
* (a) a scholar's pack or (b) an explorer’s pack
* A sketchbook

### Spellcasting

In an attempt to further your works, you took to magic and learnt how to imbue it into your brush and weave it into your strokes, and can cast artist spells.

#### Cantrips

At 1st level, you know 3 cantrips of your choice from the artiste spell list . You learn additional artiste cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Artiste table.

#### Sketchbook

At 1st level, you have a sketch book containing 3 1st-level artiste spells of your choice. Your sketch book is the repository of the artiste spells you know, except your cantrips, which are fixed in your mind.

#### Preparing and Casting Spells

The Artiste table shows how many spell slots you have to cast your Artiste spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

All your spells are prepared at the beginning of each day.

#### Additional Spells

When you reach 5th, 7th, 14th and 16th level, you can add an additional 2 spells to your sketchbook on top of the total you learn according to the Artiste table. These spells must come from scrolls or be learned from some external source.

Each of these spells must be of a level for which you have spell slots, as shown on the Artiste table. On your adventures, you might find other spells from other schools and classes that you can add to your sketchbook.

#### Spellcasting Ability

Wisdom is your spellcasting ability for your artiste spells, since the power of your magic relies on your understanding of the world. You use your Wisdom whenever an artiste spell refers to your spellcasting ability.

In addition, you use your Wisdom modifier when setting the saving throw DC for an artiste spell you cast and when making an attack roll with one.

**Spell Save DC** = 8 + your proficiency bonus + your Wisdom modifier.

**Spell Attack modifier** = your proficiency bonus + your Wisdom modifier.

#### Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your artiste spells.

### Origami

Starting at 1st level, you know and can cast the Origami cantrip using your spellcasting modifier.

At 3rd level, when you take your Artistic Tradition, you gain additional options for your origami cantrip (shown under Tradition features).

### Pots

Starting at 2nd level, you have 2 pots and gain more as you reach higher levels, as shown in the Pots column of the Artiste table. You can never have more pots than shown on the table for your level. You regain all spent pots when you finish a long rest.

#### Flexible Casting

You can transform unexpended pots into one spell slot as a bonus action on your turn. You can exchange pots for spells and spells for pots in accordance to the Spell to Pot Conversion table below. You can create spell slots no higher in level than 5th.

Any spell slot you create with this feature vanishes when you finish a long rest.

 2nd
 3rd
 4th
 5th
 6th
 7th
 8th
 9th

### Artistic Tradition

When you reach 3rd level in this class, you can pick an artistic tradition to follow which will shape your style. Your choice grants you features at 3rd level and again at 6th, 10th, 15th level and 20th level.

* Painter
* Shaman Girl
* Shrine Maiden
* Street

### Resupply

At 12th level, you have learned to regain some of your magical energy by drawing your sketchbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your Artiste level (rounded up), and none of the slots can be 6th level or higher.

For example, if you’re a 12th-level Artiste, you can recover up to six levels worth of spell slots, such as six 1st-level spell slots or one 6th-level spell slot.

### Paint Solution

At 17th level, you have discovered how to extract your pots and store them in a bottle for later use. Once per short rest you can use a bonus action to recover 1d6 + your Wisdom modifier in pots.

## Artistic Traditions

### Painter

You found yourself absorbed with capturing everything upon a single plane and chose to paint everything you saw, capturing the world not how people could choose to see it but how you chose to see it. A Painter seeks to offer support to their allies, bolstering their damage or protecting them from harm.

#### Bonus Proficiency

When you select this tradition at 3rd level, you gain proficiency in disguise kits.

#### Origami Feature: Painter

At 3rd level, you can use the Origami cantrip to hurt your foes. By spending a single pot you can deal 1d6 damage type of your choice to a creature within 5 feet of it.

#### Coloured Paint

Starting at 3rd level, the colour of your paints colour the edges of you and your allies' weapons changing their damage type.

As a bonus action, you can spend up to 3 pots to add an extra 1d6 per pot of damage of any damage type you chose to the next attacks of a creature you can see. Each application of this effect lasts a minute or until a successful hit is made.

#### Dried Paint

Starting at 6th level, when a creature within 60 feet of you that you can see makes an attack roll, saving throw or ability check, as a reaction you can spend 1 pot and force them to reroll the dice. They must use the new roll, and you can do this after the roll is made but before the DM says if it succeeds or fails.

#### Marked

At 10th level, you can use a bonus action to select 1 creature you can see and spend up to 3 pots to mark them. Against this target, creatures have advantage on their attack rolls and deal an extra 2d6 damage on a hit. This dice increases by one damage die for every additional pot used.

#### Blank Canvas

At 15th level, when you take a short or long rest you can spend up to 7 pots to allow up to 6 creatures within 30 feet that you can see recover hit points equal to their hit dice + their constitution modifier without consuming their hit dice. The number of dice rolled is equal to the number of pots used (minimum of 1).

#### Painted World

At 20th level, as an action you can spend 15 pots to force either one creature or a group of creatures whose CR totals up to 18 to make a Wisdom saving throw or become trapped within a canvas. While the canvas contains the creatures it, gains their vulnerabilities and resistances as well as their total hit points.

When this feature is used the user must set a method approved by the DM that can release the creatures trapped inside, otherwise they can only be released through the canvas’s destruction. When released creatures trapped inside will take any excess damage dealt to the canvas and will be placed in the nearest unoccupied space that will not result in damage to the creatures. After being captured by this feature once, the creature becomes immune to it for 1 year. Only one canvas can be created by the user at a time; creating a new canvas destroys the previous one.

### Shaman Girl

You chose to paint the life you saw, whether it be in memoriam or in awe of its power and raw primal fury. A Shaman Girl often holds back, commanding a number of creatures to defend them and what they wish to protect.

#### Bonus Proficiency

Starting at 3rd level you gain proficiency in the Nature skill. If you are already proficient in it, your proficiency bonus is doubled for the skill.

#### Origami Feature: Shaman Girl

At 3rd level, you can summon your Beast Talismans from a point centred on the Origami cantrip's creations.

#### Beast Talismans

Starting at 3rd level, you can paint pictures of creatures you have seen before and bring them to life. You can choose to do this at the end of a long rest.

These talisman creatures cannot exceed 2 in number, with a total CR that is equal to 1/3 of your level rounded down. Only one can be summoned at a time and lasts for for 10 minutes before it disappears. Once a talisman is used to summon a creature the talisman needs to be remade. For example, at 3rd level you can create 2 beasts of CR 1/2 or 1 beast of CR 1, and can only summon one at a time for 10 minutes. After that time is up you can summon the other, after which you must prepare more talismans.

In combat, you must spend an action to summon the creature to a point you can see within 30 feet of you and can use an action to dismiss it. The creature uses the same stats as the original but is completely obedient to your instructions, though it cannot perform complex actions unless its Intelligence is higher than 14. This is only a shallow imitation though, and cannot make them appear as they did in life.

#### Swift Creation

Upon reaching 6th level, you are able to reach into your memories and experiences faster and quicker. You can now prepare talismans during a short rest for 2 pots per creature.

#### Improved Control

At 10th level, you have become adept and familiar with your talismans and can prepare up to 6 creatures at the end of a rest whose total CR cannot exceed 1/3 of your level rounded down and can summon 3 of them at once during battle.

#### Signature Talisman

When you reach 15th level, you can select a creature that you can summon without cost twice per long rest. This creature does not count against your talismans and can be of a CR up to 1/3 of your level rounded down. This creature can be changed after taking a long rest if you choose to do so.

Additionally, creatures prepared after a long rest can have their CR total up to 1/2 of your level

#### Superior Beast Talisman

At 20th level, your prayers allow you to create creatures that exceed your level for 20 pots. However your control over them is lacking, and you must make a Wisdom check every turn the creature is summoned to maintain control over them. The DC for this feature is equal to 5 + every point of CR above half your Artiste level. This creature only can exist for 1 minute and after it disappears you take a point of exhaustion.

### Shrine Maiden

You took your art to faith, painting the world of the arcane and divine and allowing the mysteries of the world to fuel your art. A Shrine Maiden prepares themselves for a battle at any time – when they enter combat they are a fast paced spell slinger focused on ending a battle as quickly as possible to preserve their strength.

#### Bonus Proficiency

Starting at 3rd level, you gain proficiency in the Religion skill. If you are already proficient in it, your proficiency bonus is doubled for the skill.

#### Origami Feature: Shrine Maiden

At 3rd level, you can cast your Spell Talismans from a point centred on the Origami cantrip's creations.

#### Spell Talismans

Also at 3rd level, at the end of a short or long rest you can prepare up to 2 spell talismans of 6th-level or below without cost, imbuing them with your magic. Additional talismans that you create cost a number of pots as detailed in the table below, and you cannot exceed 7 talismans in total.

These talismans last 24 hours before their magic fades and any pots spent on them are lost, but they may be given to other creatures, allowing them to cast a spell imbued into the talisman out of them as an action.

You can only create talismans for spells that you know and have slots for. You cannot copy talismans into your sketchbook.

#### Divine Faith

When you reach 6th level, you gain further insight into the world and its intricacies. You gain access to the Cleric and Warlock spell lists, and repick up to 3 spells in your sketchbook of 1st-level or higher. When you cast spells from these spell lists, they count as Artiste spells for you.

#### Prepared

At 10th level the maximum number of talismans you can create increases by 3, bringing the total you can create at one time to 10. In addition to this, you can cast talismans as a bonus action or an action, but not both unless the spell was originally a bonus action.

#### Improved Creation

Starting at 15th level, the duration of your talismans increases by 24 hours and can be further increased by spending 1 additional pot for an additional 24 hours. You are also able to use talismans as both a bonus action and an action.

#### Superior Spell Talisman

At 20th level, your faith has reached a peak, allowing you to store up to two spells in 2 talismans for the cost it would take to create one of that level. When used, both spell effects take place simultaneously and count as one spell and will be treated as one in regard to effects such as Counterspell and Dispel Magic. These talismans cannot be created without pots.

### Street

You found it appropriate to make the world you lived in to be your canvas and adopted a style of art which would allow you to fully express yourself on any surface and medium. A Street Artiste fights in close quarters, ducking and weaving around their enemies and confusing them in a rainbow of colours.

#### Restricted Spells

When you take this tradition, you ignore the spell table on the main class and instead follow the following table.

#### Origami Feature: Street

At 3rd level, as a reaction twice per short rest you can make an Origami creation from the Origami cantrip explode in a cloud of smoke, imposing a 1d4 penalty to any creature's roll within 10 feet of it for a round.

#### First Coat

At 3rd level, your spells can be considered touch and you gain an AC of 10 + your Dexterity Modifier + your Wisdom modifier.

Additionally, when you attack a creature within 30 feet of you, you gain an additional 1d6 damage, which increases by one dice as you reach 6th, 10th, 15th and 20th level.

#### Paint Bomber

At 6th level, you can create paint bombs as a bonus action and can throw them at other creatures to deal damage and potentially stun them.

Your paint bombs have a range of 30 feet and can be thrown as an action to deal 1d8 damage of a type you choose to them. You can use up to 4 pots to increase the damage by 1d8 per pot spent and when you use pots to throw a paint bomb, you can force the target to make a Wisdom saving throw against your spell save DC or be stunned until the end of your next turn.

#### Improved Paints

Beginning at 10th level, twice per long rest you can leave behind a paint double when you are attacked to the hit for you. If it is an area of effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Additionally, you are able to use your paint bombs to alter the colouration of your spells, changing their damage types.

#### Paint

At 15th level, your paint double now recharges on a short rest and deals 2d6 damage to the attacker if they are within melee range of it. You can also spend 4 pots to deploy a paint double if you have no more uses of it.

#### Flood

At 20th level, as a bonus action your paint covers the ground in a 60 foot radius centred on yourself and moves with you for 1 minute. This area is considered difficult terrain for creatures you choose.