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Class Features


Ancient Pictomancer

Hit Points

Hit Dice: 1d8 per Pictomancer level.

Hit Points at 1st level: 8 + your Constitution modifier.

Hit Points at higher levels: 1d8 (or 5) + your Constitution modifier per Pictomancer level after 1st.

Proficiencies

Armor: Light armor.

Weapons: Daggers, darts, slings, quarterstaffs, light crossbows.

Tools: Painter's supplies.

Saving Throws: Dexterity, Intelligence.

Skills: Choose three skills from Acrobatics, Arcana, History, Investigation, Insight, Perception, Performance.

Equipment

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

  • (a) a quarterstaff or (b) a dagger
  • (a) a component pouch or (b) an arcane focus (such as a painter’s wand)
  • (a) an explorer's pack or (b) a scholar's pack
  • A set of painter's tools
  • A sketchbook (equivalent to a spellbook)

Spellcasting Ability

Intelligence is your spellcasting ability for your Pictomancer spells, as your magic draws from the precision of your mind and your understanding of forms. You use your Intelligence whenever a spell refers to your ability to cast spells. Additionally, you use your Intelligence modifier to set the saving throw DC for a Pictomancer spell you cast and for the attack roll of that spell.

Spell Save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell Attack Modifier = your proficiency bonus + your Intelligence modifier

Level 1-20 Features


Pictomancer Progression


Level
Proficiency
Bonus

Features
Cantrips
Known
Spells
Known
Spell
Slot Level
Creation
Points
1 +2 Magical Art, Artistic Inspiration 3 2 1 1
2 +2 Artistic Materialization 3 3 1 2
3 +2 Artistic Currents 3 4 2 4
4 +2 Ability Score Improvement 4 5 2 4
5 +3 4 6 3 6
6 +3 Artistic Currents Feature 4 7 3 6
7 +3 4 8 4 8
8 +3 Ability Score Improvement 4 9 4 8
9 +4 Muse's Inspiration 4 10 5 10
10 +4 Artistic Currents Feature 5 10 5 10
11 +4 Masterpiece (Level 6) 5 11 5 15
12 +4 Ability Score Improvement 5 11 5 15
13 +5 Masterpiece (Level 7) 5 12 5 15
14 +5 Artistic Currents Feature 5 12 5 15
15 +5 Masterpiece (Level 8) 5 13 5 15
16 +5 Ability Score Improvement 5 13 5 15
17 +6 Masterpiece (Level 9) 5 14 5 20
18 +6 Spell Mastery 5 14 5 20
19 +6 Ability Score Improvement 5 15 5 20
20 +6 Immortal Work 5 15 5 20

The Pictomancer table shows your progression in this class.

Magical Art

1st-level feature

You channel your magic through your artistic creations. When you cast a spell, you use a brush, pencil, or another drawing tool as your spellcasting focus to create a visual representation of the spell. For instance, to cast Fireball, you might paint a glowing sphere in the air that animates and launches toward your enemies. Spells cast in this manner have unique and vibrant visual effects, adding a deeply aesthetic dimension to your actions.

Keen Eye

1st-level feature

Your mastery of painter's tools grants you extraordinary visual and intellectual acuity. When you inspect a painting, illusion, or visual artwork, you can add your proficiency bonus (or double it if you already have it) to your Intelligence (Investigation) or Wisdom (Perception) checks. Additionally, this affinity for visual magic manifests as a unique physical trait, such as irises that change colors perpetually or display geometric patterns, indicating to keen observers your connection to arcane art.

Pictorial Incantation

1st-level feature

Your magic is fueled by a special reserve of creative energy, represented by Creation Points. These points power the endless magical ink vial that serves as your link to the arcane weave.

Material Components

The magical nature of your painting allows you to ignore the standard material components of your spells. However, if a spell requires a material component with a specific gold piece cost, you must still provide it.

Creation Points and Spell Slot Level

The Pictomancer progression table indicates the number of Creation Points you have. To cast a Pictomancer spell of level 1 to 5, you must spend a number of Creation Points equal to the number indicated in the Spell Slot Level column of your table, even if the spell is inherently of a lower level. The spell is then always cast at that maximum power level.

Restoration of Reserves

You regain all your spent Creation Points at the end of a short or long rest.

Cantrips

You know three Pictomancer cantrips of your choice. You learn additional cantrips at higher levels, as indicated in the Cantrips Known column of the table.

Known Spells of Level 1 and Higher

At 1st level, you know two Pictomancer spells of 1st level of your choice. The Known Spells column indicates when you learn new spells. The level of the spells you choose cannot exceed the level indicated in the Spell Slot Level column corresponding to your Pictomancer level. Each time you gain a level in this class, you can choose to replace one of the Pictomancer spells you know with another spell from the class list, which must be of a level that does not exceed your current Spell Slot Level.

Artistic Materialization

2nd-level feature

You learn to give form to your imagination. As an action, you can create an inanimate object made of tangible magical ink and paint. You can materialize any object you have seen or are familiar with.

Creation Limits

  • Types of Objects: You can create tools, common weapons, ropes, ladders, walls, furniture, etc. The object cannot be magical by nature. Except for common weapons (which have their damage die reduced by one step, not going below 1d4), created objects cannot deal damage or provide protection (like armor or shields).

  • Physical Constraints: The value in gold pieces of the created object cannot exceed 20 times your Pictomancer level. Additionally, created objects are visibly made of magical ink and cannot serve as material components with a gold piece cost for casting other spells.

  • Dimensions and Difficulty: To create an object of modest size (up to a 5-foot cube), you must succeed on an Intelligence check with your painter's tools against a DC of 10. The DC increases by +4 for each additional 5-foot cube. Rolling a natural 20 allows you to create an object with a maximum volume of 20-foot cube. The weight of the materialized object cannot exceed 2 pounds per 5-foot cube.

  • Duration and Resilience: The object lasts for 1 hour or until it is destroyed. These creations are fragile: they have an AC of 10, and any damage they take causes it to dissipate into a puddle of ink.

  • Cost and Quantity: Each created object requires the expenditure of 1 Creation Point. You can maintain a number of objects equal to your Intelligence modifier (minimum 1) simultaneously. If you create an additional object beyond this limit, the oldest one immediately disappears.

Artistic Current

3rd-level feature

You specialize in advanced techniques of a specific artistic current. Your choice grants you unique abilities at 3rd level, and again at levels 6, 10, and 14.

Ability Score Improvement

4th-level feature

At 4th level, and again at levels 8, 12, 16, and 19, you can increase one ability score of your choice by +2, or you can increase two ability scores of your choice by +1. However, you cannot increase an ability score above 20 in this way.

Muse's Inspiration

9th-level feature

You can channel the inspiration of a muse, granting you exceptional creative insight. You can draw upon this muse for 10 minutes. After this meditation, you gain the following benefits for 1 hour:

  • Clairvoyant Vision: You gain advantage on all Wisdom (Perception) and Intelligence (Investigation) checks.

  • Inspired Creation: You can cast a 5th-level spell you know without spending Creation Points.

  • Chromatic Aura: An aura of shimmering colors emanates within 10 feet of you, granting you and your allies within the area a +1 bonus to attack rolls and saving throws.

You must finish a long rest before you can use this feature again.

Improved Artistic Materialization

10th-level feature

Your ability to shape reality becomes significantly refined:

  • Martial Complexity and Animation: The weapons you create now have their normal statistics. You can also materialize war weapons, ranged weapons, or even simple artillery pieces (like a ballista). Additionally, you gain the ability to create animated objects. The weapons created can now be animated to fight alongside you autonomously, rather than just being equipped and used conventionally.
  • Structural Resilience: Created objects and entities are no longer destroyed by the slightest impact. They now have an Armor Class equal to 12 + your Intelligence modifier, and a maximum number of hit points equal to 5 + your Intelligence modifier + (2 x your Pictomancer level). However, the hand weapons and armor you create remain invulnerable while worn, but you still cannot paint a shield or armor for your own protection.
  • Action Economy: In combat, if you have animated a complex object or an autonomous weapon, the creation shares your initiative but takes its turn immediately after yours. It cannot act on its own unless you use your bonus action to command it to attack or perform a specific action, the creation will use the Dodge action.

Masterpiece

11th-level feature

Your total dedication to art allows you to manipulate the purest magical forces. Choose a 6th-level spell from the Pictomancer spell list. This spell becomes your Masterpiece. You can cast this spell once without spending Creation Points. You must finish a long rest before you can cast it this way again.

At higher levels, you gain additional Masterpieces of your choice that can be cast under the same rules: a 7th-level spell at 13th level, an 8th-level spell at 15th level, and a 9th-level spell at 17th level. You regain the use of all your Masterpieces after completing a long rest.

Pictorial Mastery

18th-level feature

You have reached such fluidity in your art that certain sketches become instinctual. Choose a 1st-level Pictomancer spell and a 2nd-level spell that you know, both of which must belong to the schools of Illusion, Conjuration, or Transmutation.

You can cast these spells at their base level without spending Creation Points. If you wish to cast them at a higher spell slot level, you must spend your Creation Points normally. By spending 8 hours studying your sketchbook, you can exchange one of these spells (or both) for another spell of the same level that adheres to the same school restrictions.

Immortal Work

20th-level feature

You touch the sublime, becoming capable of freezing your magic in time permanently.

You can choose a spell of level 1 to 5 that you know and make its effect permanent in an area or on an object (for example, an eternal wall of fire or a perpetual illusion). This masterful creation requires a period of meditation and painting lasting 8 hours, along with the use of pigments and inks of extreme rarity valued at a minimum of 1,000 gold pieces.

This ability can maintain only one permanent effect at a time. If you use this ability again, the previous work dissipates. Additionally, while the work is permanent, it remains magical in nature and follows the rules of the game: it can be dispelled by the Dispel Magic spell if successfully cast at a level equal to the effect’s level. The exact effect and its placement must always be approved by your Dungeon Master.