The Artist Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st +2 Artistic Medium, Starving Artist, Magical Gifts 2 4 2 — — — — — — — — 2nd +2 Artistic Inspiration (d6) 2 5 3 — — — — — — — — 3rd +2 Magical Exhibitions 2 6 4 2 — — — — — — — 4th +2 Ability Score Improvement 3 7 4 3 — — — — — — — 5th +3 Artistic Inspiration (d8) 3 8 4 3 2 — — — — — — 6th +3 Medium Feature 3 9 4 3 3 — — — — — — 7th +3 Magical Exhibitions 3 10 4 3 3 1 — — — — — 8th +3 Ability Score Improvement 3 11 4 3 3 2 — — — — — 9th +4 — 3 12 4 3 3 3 1 — — — — 10th +4 Magical Exhibitions, Artistic Inspiration (d10) 4 13 4 3 3 3 2 — — — — 11th +4 — 4 13 4 3 3 3 2 1 — — — 12th +4 Ability Score Improvement, 4 14 4 3 3 3 2 1 — — — 13th +5 Magical Exhibitions 4 14 4 3 3 3 2 1 1 — — 14th +5 Medium Feature 4 15 4 3 3 3 2 1 1 — — 15th +5 Artistic Inspiration (d12) 4 15 4 3 3 3 2 1 1 1 — 16th +5 Ability Score Improvement 4 16 4 3 3 3 2 1 1 1 — 17th +6 — 4 16 4 3 3 3 2 1 1 1 1 18th +6 Medium Feature 4 17 4 3 3 3 3 1 1 1 1 19th +6 Ability Score Improvement 4 17 4 3 3 3 3 2 1 1 1 20th +6 Superb Inspiration 4 17 4 3 3 3 3 2 2 1 1

Class Features Hit Points Hit Dice: 1d8 per artist level Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per artist level after 1st Proficiencies Armor: Light armor Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords Tools: Choose any three artisan's tools. Saving Throws: Wisdom, Charisma Skills: Choose two from arcana, history, insight, investigation, nature, perception, performance, persuasion, religion and survival. Equipment You start with the following equipment, in addition to the equipment granted by your background: • (a) a rapier, (b) a longsword, or (c) any simple weapon • (a) a diplomat’s pack, (b) an explorer's pack, or (c) a scholars pack • (a) painter's supplies, or (b) any other artisan's tools • Leather armor and a dagger Spellcasting You have learned to bend and reshape the weave in accordance with your passion, intent and art. Your spells are part of your vast repertoire, magic that you can tune to different situations. See chapter 10 of the PHB for the general rules of spellcasting and chapter 11 for the bard spell list. You choose spells from the bard spell list, which are then considered artist spells for the purposes of this class. Cantrips You know two cantrips of your choice from the Bard spell list. You learn additional Artist cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Artist table. These cantrip are in addition to any you know because of your Artist's Medium features. Spell Slots The Artist table shows how many spell slots you have to cast your 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. For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot. Spells Known of 1st Level and Higher You know four 1st-level spells of your choice from the bard spell list. The Spells Known column of the Artist table shows when you learn more Artist spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the Artist spells you know and replace it with another spell from the Artist spell list, which also must be of a level for which you have spell slots. Spellcasting Ability Charisma is your spellcasting ability for your artist spells. Your magic and the spells you cast are as much works of art to you as your paintings, sculptures or poetry. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for an artist spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Charisma modifier Spell attack modifier = your proficiency bonus + your Charisma modifier Ritual Casting You can cast any artist spell you know as a ritual if that spell has the ritual tag. Spellcasting Focus The spellcasting focus you can use for your artist spells is determined by your Artist’s Medium. Artist's Medium At first level, you choose a medium which shapes the way you channel your artistic flair. Choose between the Painter, Sculptor or Writer, all detailed at the end of the class description. Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th levels. Magical Gifts You can transfer the magic of your spells into works of art that you craft. During a long rest you can spend some time writing, painting or crafting a small trinket, paragraph of writing or a temporary tattoo using a tool you are profficient in. When you finish the rest, choose an option from the following and a creature other than yourself who gains that benefit. Once you have chosen the creature, the object or tattoo can not be removed from their person except by powerful magic and it's magic lasts until you finish a long rest. You can have only one Magical Gift active at a time, and a creature can not benefit from the same option more than once. At 5th, 10th and 15th levels you gain the use of an additional active Magical Gift. If you make more Magical Gifts than you can have active, the oldest one loses it's magic.

Protection Gain a +1 bonus to your AC Awareness Gain a +2 bonus to initiative Agression Gain a +1 bonus to the attack and damage rolls of weapon attacks Focus Gain a +1 bonus to your spell attack rolls and spell save DC Confidence Gain a +1 bonus to all skill checks Starving Artist As an artist, your primary concern is your art. You may sell pieces of work, but wealth is likely not your goal, and you require none of it to further your artistic talents. Weather you require ink and parchment to write with, earth, wood and scrap metals to sculpt, or paints and a canvass, everything you need you can find in the great outdoors. When foraging for materials to use in the crafting of artworks, you require no skill check. Additionally, you know how to mix paints, make ink and even make paper. Artistic Inspiration By second level, you are always tuned in to the stories and emotions of those around you and are filled with inspiration when your allies achieve greatness. Whenever you can see an ally and they roll a natural 20 on an attack roll, ability check or saving throw, you gain one Artistic Inspiration die, a d6. Once before your next rest, you can roll the die and add the number rolled to one ability check, attack roll, or saving throw you make. You can wait until after you roll the d20 before deciding to use the Artistic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Artistic Inspiration die is rolled, it is lost. A creature can use only one Artistic Inspiration die on any one ability check, attack roll, or saving throw it makes. You can only have a total number of Artistic Inspiration die equal to your Charisma modifier (minimum one). If you have a feature that gives you access to Bardic Inspiration die, you can use those die in the place of any artist feature that normally requires Artistic inspiration die. You can also use Artistic Inspiration die for any Bard feature you have that normally requires Bardic Inspiration die. Your Artistic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level. Magical Exhibitions At 3rd level, you are now skilled enough imbue your magic into much larger scale pieces of art, from large sized sculptures, to murals or even written graffiti. You gain two of the following magical exhibition options of your choice. You gain another one at 7th, 10th and 13th levels. Spending 30 minutes or more during a rest, you craft a magical exhibition. An exhibition effects any creature that see's it within the next 8 hours after you finish your rest. Creatures can only be under the effects of one magical exhibition at a time, and cannot be affected by the same exhibition more than once. When you craft an exhibition, you can choose any number of creatures you can see to be unaffected by it. You can only craft a single magical exhibition during the same rest. Some exhibition options require a single creature to be the focus. You may include other creatures in the artwork, but can only designate a single creature as the focus. Anticipation This exhibition depicts a scene fraught with danger. A creature affected by this exhibition gains advantage on Wisdom (perception) and Intelligence (investigation) checks to notice and find traps, secret doors and hidden creatures for the next hour. Awe Inspiring The focus of this exhibition is a creature you have seen before, appearing majestic or beautiful. Creatures affected by this exhibition that see the focus within the next 8 hours must roll a Wisdom saving throw. On a failed save, effected creatures are charmed by the focus for the next minute, and may roll another Wisdom save at the end of each of their turns to end this effect. Dazzling Prerequisite: 10th level This exhibition depicts either a scene of truly unspeakable horror, or one of insurmountable, dazzling beauty. A creatures affected by this exhibition must roll a Dexterity saving throw to shield its eyes. On a failed save, the creature becomes blinded for the next minute and may roll a Constitution saving throw at the end of each of its turns to end the effect. Conundrum Prerequisite: Writer, 7th level You write out a riddle, paradox or similarly confusing text. A creature affected by this exhibition must roll an intelligence saving throw. On a failed save, an effected creature is stunned for the next ten minutes as they stare blankly at the conundrum, attempting to figure it out. If an effected creature takes damage, or if another creature uses their action to shake the effected creature, the effect ends. If a creature succeeds on its saving throw against this effect, it is immune to it for the next 24 hours. Courageous This exhibition depicts a scene that evokes great bravery, perhaps someone battling against insurmountable odds. For the next hour, Creatures affected by this exhibition have advantage on saving throws to resist effects that would make the creature afraid or charmed.

Defiant Prerequisite: 7th level The focus of this exhibition is a business owner, captain, royalty or a similar leader being unjust or abusing their power. A creature that is affected by this exhibition is forced to roll a charisma saving throw. On a failed save, an effected creature become disillusioned and acts disgruntled and defiant against the focus for the next hour. An affected creature that is already disgruntled or defiant against the focus makes the saving throw with disadvantage, and will instead become openly angry and likely revolt. When the effect ends, the DM may rule that the creature remains defiant. Draining This exhibition depicts a homely, comforting scene, possibly a warm, soft bed or a cozy chair by the fireside. A creature affected by this exhibition must roll a constitution saving throw. On a failed save, the creature gains a level of exhaustion. Inspirational This exhibition evokes hope and optimism in those who see it. You must have an inspiration die to craft this exhibition. When you do so, spend and roll your inspiration die. This exhibition can only affect a number of creatures equal to the value rolled and you choose what order creatures are affected in. Each creature affected by this exhibition gains an artistic inspiration die that is one size smaller than the one spent. Nourishing This exhibition depicts a peaceful scene, perhaps a rolling countryside or tranquil waterfall. A creature affected by this exhibition gains temporary health equal to the maximum value of your artistic inspiration die. Prophetic Prerequisite: 10th level While crafting this exhibition you are un-aware of your surroundings and are considered unconscious while you work. This exhibition depicts an upcoming event of the DM's choice, likely something momentous or calamitous in nature. The event could take place within the day, or it could be years before it comes to pass. A creature’s decisions could change the outcome, and may prevent the event from ever happening, or cause it to happen completely differently. Terrifying The focus of this exhibition is a creature you have seen before, committing a gruesome or horrific act. Creatures affected by this exhibition that see the focus within the next 8 hours must roll a Wisdom saving throw. On a failed save, effected creatures are frightened of the focus for the next minute, and may roll another Wisdom save at the end of each of their turns to end this effect. If a creature succeeds on its saving throw against this effect, it is immune to it for the next 24 hours. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Superb Inspiration At 20th Level, your proficiency bonus is doubled for any ability check you make that use an artisans tool you are proficient in. Additionally, whenever you finish a short or long rest, you gain an Artistic Inspiration die. Artist's Mediums Painter One With the Brush When you choose this medium at first level, you gain proficiency with painter’s supplies if don’t already have it. If you do have proficiency with painter’s supplies, your proficiency bonus is doubled for any ability check you make that uses that proficiency. As a painter, you can use a paintbrush as a spellcasting focus and know the prestidigitation and minor illusion cantrips. Additionally, when you cast prestidigitation to make a color, a small mark or a symbol appear on an object or a surface, the duration becomes permanent, until dispelled. Additional Magical Exhibitions Starting at 6th level, you gain an additional Magical Exhibition of your choice. You gain another at 14th and 18th levels. Painters Muse By 14th level, you can choose one creature you have seen before to become your muse. You now gain an Artistic Inspiration die whenever you see your muse roll a natural 19 or 20 on an attack roll, ability check or saving throw. In addition to this, when you use your Magical Exhibition feature and choose an option that requires a creature as the focus and choose your muse, creatures have disadvantage on any saving throws made for that Magical Exhibition. Master of the Palette Starting at 18th level, you can use your knowledge of paint and magic to craft a Magical Exhibition at incredible speeds. Using your action, you craft a Magical Exhibition, following all other rules as normal. Once you use this feature, you can’t use it again until you finish a long rest.