College of Graffiti

To many, the College of Graffiti is a nuisance, a band of hooligans that vandalize the city with no regard for the law. But bards who learn to tag know that graffiti is the single greatest art form. Graffiti artists use the entire city as their canvas, placing murals of inspiration where everyone can see them and personal tags where few will notice. Theirs is a bold, creative endeavor that, while illegal, breathes vibrancy into the city and emboldens those within it.

 

Level 3: Bonus Proficiencies

You gain proficiency with painter’s supplies and in your choice of the Stealth or Sleight of Hand skill.

 

Level 3: Street Art

Which counts as a bard cantrip for you, but doesn’t count against your number of cantrips known.

When you cast the tag cantrip, you can expend one use of your Bardic Inspiration to spray out a mural. For the next minute, you and all friendly creatures within 30 feet of the mural that can see it gain a +1 bonus to ability checks, attack rolls, and saving throws. You can use this ability again and expend more uses of Bardic Inspiration to expand this mural further, increasing the bonus by 1 each time, up to a maximum of +3.

 

Level 6: Signature Mark

You can paint a target on a creature’s back. As a bonus action, you attempt to magically spray a signature mark directly onto a creature you can see within 5 feet of you. Make a melee spell attack roll against that creature. On a hit, the creature is marked. Once on each of your turns, when you hit a creature you have marked with a melee weapon attack, you can add 1d8 to the damage roll. Additionally, when a friendly creature makes an attack against a creature you have marked, you can use your reaction to grant advantage on the attack roll.

As an action, a creature can wash itself with soap or remove its armor or outermost clothing to remove its tag.

 

Level 14: Kaleidoscopic Spray

As an action, you can let loose a flurry of magical paint, coating every surface. Each creature you choose in a 15-foot cone must make a Dexterity saving throw against your spell save DC or be blinded until the end of its next turn. Each creature in the area is marked by you, whether or not it succeeds its saving throw.

Once you use this ability, you can’t use it again until you finish a short or long rest.


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