Hit Points
Proficiencies
Pictomancer
| Level | Proficiency Bonus | Features | Cantrips Known | Spells Known |
|---|---|---|---|---|
| 1 | + 2 | Spellcasting Sketch Work | 3 | 4 |
| 2 | + 2 | Spellcasting Sketch Work | 3 | 5 |
| 3 | + 2 | Spellcasting Sketch Work | 3 | 6 |
| 4 | + 2 | Spellcasting Sketch Work | 4 | 7 |
| 5 | + 3 | Spellcasting Sketch Work | 4 | 8 |
| 6 | + 3 | Spellcasting Sketch Work | 4 | 9 |
| 7 | + 3 | Spellcasting Sketch Work | 4 | 10 |
| 8 | + 3 | Spellcasting Sketch Work | 4 | 11 |
| 9 | + 4 | Spellcasting Sketch Work | 4 | 12 |
| 10 | + 4 | Spellcasting Sketch Work | 5 | 13 |
| 11 | + 4 | Spellcasting Sketch Work | 5 | 14 |
| 12 | + 4 | Spellcasting Sketch Work | 5 | 15 |
| 13 | + 5 | Spellcasting Sketch Work | 5 | 16 |
| 14 | + 5 | Spellcasting Sketch Work | 5 | 17 |
| 15 | + 5 | Spellcasting Sketch Work | 5 | 18 |
| 16 | + 5 | Spellcasting Sketch Work | 5 | 19 |
| 17 | + 6 | Spellcasting Sketch Work | 5 | 20 |
| 18 | + 6 | Spellcasting Sketch Work | 5 | 20 |
| 19 | + 6 | Spellcasting Sketch Work | 5 | 20 |
| 20 | + 6 | Spellcasting Sketch Work | 5 | 20 |
Spell Slots per Spell Level
| Level | Proficiency Bonus | Features | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | + 2 | Spellcasting Sketch Work | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 2 | + 2 | Spellcasting Sketch Work | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 3 | + 2 | Spellcasting Sketch Work | 4 | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 4 | + 2 | Spellcasting Sketch Work | 4 | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 5 | + 3 | Spellcasting Sketch Work | 4 | 3 | 2 | 0 | 0 | 0 | 0 | 0 | 0 |
| 6 | + 3 | Spellcasting Sketch Work | 4 | 3 | 3 | 0 | 0 | 0 | 0 | 0 | 0 |
| 7 | + 3 | Spellcasting Sketch Work | 4 | 3 | 3 | 1 | 0 | 0 | 0 | 0 | 0 |
| 8 | + 3 | Spellcasting Sketch Work | 4 | 3 | 3 | 2 | 0 | 0 | 0 | 0 | 0 |
| 9 | + 4 | Spellcasting Sketch Work | 4 | 3 | 3 | 3 | 1 | 0 | 0 | 0 | 0 |
| 10 | + 4 | Spellcasting Sketch Work | 4 | 3 | 3 | 3 | 2 | 0 | 0 | 0 | 0 |
| 11 | + 4 | Spellcasting Sketch Work | 4 | 3 | 3 | 3 | 2 | 1 | 0 | 0 | 0 |
| 12 | + 4 | Spellcasting Sketch Work | 4 | 3 | 3 | 3 | 2 | 1 | 0 | 0 | 0 |
| 13 | + 5 | Spellcasting Sketch Work | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 0 | 0 |
| 14 | + 5 | Spellcasting Sketch Work | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 0 | 0 |
| 15 | + 5 | Spellcasting Sketch Work | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 0 |
| 16 | + 5 | Spellcasting Sketch Work | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 0 |
| 17 | + 6 | Spellcasting Sketch Work | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18 | + 6 | Spellcasting Sketch Work | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19 | + 6 | Spellcasting Sketch Work | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20 | + 6 | Spellcasting Sketch Work | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Class Spells
Class Features
Level 1
Level 10
Level 12
Level 14
Level 16
Level 18
Level 19
Level 2
Level 20
Level 3
Level 4
Level 5
Level 6
Level 8
Level 9
Spells Known Progression
| Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Spells Known | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 20 | 20 | 20 |
Caster Progression
Cantrip Progression
| Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Cantrips Known | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 4 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 |
Starting Equipment
Class Features
Spellcasting (Level 1)
See chapter 10 of the PHB for the general rules of spellcasting and the end of this document for the Pictomancer spell list.
Cantrips
At 1st level, you know 4 cantrips of your choice from the Pictomancer spell list. You learn additional Pictomancer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Pictomancer table.
Spell Slots
The Pictomancer 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.
Spells Known of 1st Level and Higher
You know four 1st-level spells of your choice from the pictomancer spell list.
The Spells Known column of the Pictomancer table shows when you learn more pictomancer 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 pictomancer spells you know and replace it with another spell from the pi spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Charisma is your spellcasting ability for your Pictomancer spells. 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 a Pictomancer spell you cast and when making an attack roll with one.
Spell
Spell
Ritual Casting
You can cast any Pictomancer spell you know as a ritual if that spell has the ritual tag.
Spellcasting Focus
You can use a staff, stave or wand or other similar tools as an arcane focus (found in chapter 5 of the player's handbook) for your Pictomancer spells. Often these tools are affixed with a brush and an accompanying palette by the Pictomancer.
Sketch Work (Level 1)
At 1st level, you can use your action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10 feet of you. This object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a nonmagical object that you have seen. The object is visibly magical, radiating dim light out to 5 feet.
The object disappears after 1 hour, when you use this feature again, or if it takes or deals any damage.
Aetherial Studio (Level 2)
At 2nd level, when you expend a spell slot you leave a temporary mess of aetherial paint in a 10ft. sphere around you. This unkempt sphere of paint can be used for a variety of effects using your pictomancer features.
This field of aetherial paint acts as difficult terrain for creatures other than you and allied creatures. The sphere remains until the end of your next turn.
Smudge (Level 2)
At 2nd level, while you are in a field of paint left behind by Aetherial Studio, as a bonus action you can dispel the field of paint to gain 10ft. of movement speed and use the disengage action until the end of your turn.
Artistic Motif (Level 3)
At 2nd level, you choose a specialization to focus on as a Pictomancer: Creature Realism, Weapon Expressionism or Scenery Impressionism, all detailed at the end of the class description. Your archetype choice grants you features at the 2nd, 6th, 10th and 14th level.
Aetheric Palette (Level 3)
Also beginning at the 3rd level, you've learned how to store aether in your tools as a small back up of magic in a pinch. You keep a number of points equal to your proficiency bonus. When you cast a spell you may use a number of these points equal to the spell level of the spell instead. Casting a spell using these points does not leave behind a field of aetherial paint.
These points are recovered when you complete a long rest.
Ability Score Improvement (Level 4)
When you reach 4th 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.
If your DM allows the use of feats, you may instead take a feat.
Subtractive Palette (Level 5)
Beginning at 5th level, when you cast a spell which deals damage while inside or within 20ft. of aetherial paint left behind by Aetherial Studio, you can dispel the field of paint and add your Charisma ability modifier to the damage of the spell. For spells which deal damage multiple times, this bonus damage is applied once.
Tempera Coat (Level 5)
Also beginning at 5th level, while within the field of aetherial paint left behind by Aetherial Studio, as a bonus action you can rework the paint into a protective barrier. You dispel the field and gain temporary hit points equal to 1d6 + your Charisma ability modifier. These temporary hit points fade after 1 minute.
Artistic Motif Feature (Level 6)
At 7th level, you gain a feature granted by your Artistic Motif.
Ability Score Improvement (Level 8)
When you reach 8th 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.
If your DM allows the use of feats, you may instead take a feat.
Palette Preparation (Level 9)
At 9th level, when you roll initiative you may set up a field of paint as though you have activated Aetherial Studio.
Artistic Motif Feature (Level 10)
At 11th level, you gain a feature granted by your Artistic Motif.
Ability Score Improvement (Level 12)
When you reach 12th 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.
If your DM allows the use of feats, you may instead take a feat.
Artistic Motif Feature (Level 14)
At 15th level, you gain a feature granted by your Artistic Motif.
Ability Score Improvement (Level 16)
When you reach 16th 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.
If your DM allows the use of feats, you may instead take a feat.
World Canvas (Level 18)
At 18th level, when you expend a spell slot and activate Aetherial Studio, you can choose a location that you can see within 30ft. of you and make the field appear there instead.
Additionally, as an action you may create a field of paint as through expended a spell slot. You may do this a number of times equal to your proficiency bonus. Uses of this feature are recovered when you complete long rest.
Ability Score Improvement (Level 19)
When you reach 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.
If your DM allows the use of feats, you may instead take a feat.
Recolor the World (Level 20)
At 20th level, your aetherial studio paint fields last up to 1 minute and you can create up to three fields of paint at a time.
Multiclassing
Multiclassing Requirements
{"cha":13}
Subclasses
Subclass Features
Creature Realism
Creature Realism (Level 3)
Some pictomancers have decided to focus their style around the drawing of creatures of all shapes and sizes, and through the power of their imagination are able to bring these beasts to life to assist them in battle and mundanity both. Though any pictomancer could paint a creature, only a true master of the creature motif can enhance and adapt their greatest traits.
Twisting Traits
3rd-level Creature Realism feature
Beginning at 3rd level, you have learned how to work in your own style to enhance the creatures you create through your pictomancy spells. Any creature summoned or created by a spell that you cast gains one of the following benefits:
Dangerous
The creature appears more powerful, dealing bonus damage on its attacks equal to your Charisma ability modifier.
Indomitable
The creature appears far tougher, increasing its AC by an amount equal to your proficiency bonus.
Swiftness
The creature appears far quicker, increasing its movement speed by 20 feet. This increases specialized movement speeds like flight and swimming as well.
Touchup Work (Level 6)
6th-level Creature Realism feature
Beginning at 6th level, while you are in a field of paint left behind by Aetherial Studio, as a bonus action you can dispel the paint field to heal your summoned creature for an amount equal to the temporary hit points restored by Tempera Coat.
Stable Creations (Level 10)
10th-level Creature Realism feature
SBeginning at 10th level, while you are concentrating on a conjuration spell, your concentration can't be broken as a result of taking damage.
Beasts of Lore (Level 14)
14th-level Creature Realism feature
Beginning at 14th level, you learn to add further traits to empower your summoned creatures, granting them an emanating presence. Any creature summoned or created by a spell that you cast gains one of the following benefits:
Enduring Presence
The creature gives the impression of its long life, it has 30 temporary hit points.
Inspiring Presence
Allied creatures that make an attack roll within 20ft. of the creature receive a 1d4 bonus on their attack rolls.
Unnerving Presence
Creatures that make an attack roll within 20ft. of the creature receive a 1d4 pentalty on attack rolls.
Scenery Impressionism
Scenery Impressionism (Level 3)
Timeless practitioners of the art of war, Scenery Impressionisms have been known by many names across the annals of history. A Scenery Impressionism will use thorough planning and insight to help their allies win the day.
Aetherial Scenery
3rd-level Scenery Impressionism feature
Beginning at 3rd level, while you are in a field of paint left behind by Aetherial Studio, as a bonus action you rework the paint into a localized painting in a 10ft. radius sphere at a location you can see within 20ft. of you which persists for 1 minute. You specify a number of creatures creatures equal to your proficiency bonus. While they are within this field creature's attacks against them have disadvantage.
Only one Aetherial Scene may be active at a time.
Colour Your World (Level 6)
6th-level Scenery Impressionism feature
Beginning at 6th level, while you are in a field of paint left behind by Aetherial Studio, as a bonus action you attempt to alter your target's defenses with your imaginative magics. The creature must succeed on a Charisma saving throw around your spell save DC or become vulnerable to one of the damage types from the following: fire, cold, lightning, or thunder until the end of your next turn.
If the creature is immune or resistant to your chosen damage type they have advantage on the roll.
Tempera Grassa (Level 10)
10th-level Scenery Impressionism feature
Beginning at 10th level, when you use your Tempera Coat feature, you can apply the temporary hit points to a number of creatures equal to your proficiency bonus.
Landscape Mastery (Level 14)
14th-level Scenery Impressionism feature
Beginning at 14th level, you can set the size of your aetherial scenery up to a 20ft. radius sphere. Additionally, when a creature affected by aetherial scenery takes damage their damage is reduced by an amount equal to your charisma ability modifier.
Weapon Expressionism
Weapon Expressionism (Level 3)
Pictomancers who explore the weapon motif are less interested in precise creations and take a far more expressionist style with their art. They aim to capture the heroic strength of powerful weapons and those who wield them in their art.
Artist of War
3rd-level Creature Realism feature
Beginning at 3rd level, you can use your action to create a magical weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. This weapon can be used as your spell casting focus while casting your pictomancer spells.
Additionally, you gain proficiency with light and medium armor and shields.
Heroic Effects
3rd-level Weapon Expressionism feature
Also beginning at 3rd level, as a bonus action you may select a weapon you can see within 30ft. of you. For the next minute that weapon deals bonus damage equal to your Charisma ability modifier. You may only improve one weapon in this way at a time.
At 9th level, you may select a second weapon to benefit from your heroic effects.
Extra Attack (Level 6)
6th-level Weapon Expressionism feature
Beginning at 6th level, you may select a second elemental primal when you complete a long rest.
Prismatic Defense (Level 10)
10th-level Weapon Expressionism feature
Beginning at 10th level, as a bonus action you can change one of your attuned elemental primals. You may change your attuned elemental primals in this way a number of times equal to your Charisma modifier. Uses of the feature are recovered when you complete a long rest.
Polishing Strike (Level 14)
14th-level Creature Realism feature
Beginning at 14th level, a creature benefiting from Heroic Effect hits an enemy creature with their weapon, as a reaction you may expend a spell slot to cause magic to surge through the weapon. The weapon deals bonus force damage equal to your Charisma modifier + #d8 where # is equal to the level of the spell slot spent.