Pigmentist
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One of the lesser-known duties of alchemists is synthesizing new and increasingly vibrant pigments from mundane and magical materials—in many cases, creating new colors from whole cloth. Alchemists who specialize in this field are called pigmentists. An artful and imaginative lot, they seek to brighten the world with their newly-invented hues, or failing that, simply splatter it with marvelous combinations of paint.
Bonus Proficiencies
Starting when you choose this field of study at 2nd level, you gain proficiency with painter’s supplies. Additionally, you can make a gallon of paint whenever you create bombs following a short or long rest.
Formula
FORMULA: PAINT BOMB
Starting at 2nd level, you can replace your bomb’s contents with vibrant, magical paint, changing it into a paint bomb. A paint bomb’s damage dice are d6s. When you prime a paint bomb, you choose a color of paint from the following options to determine the bomb’s effect. Each creature within the blast radius is splattered in a coat of this magical paint. A creature covered in paint is affected by the paint until it dries after 1 minute, the paint is washed off with a gallon of water, or a new coat of paint of any color is applied.
Blue. Once per turn when the target takes cold damage, it takes extra cold damage equal to your bomb’s damage roll.
Green. The target treats the blast radius as difficult terrain.
Indigo. Once per turn when the target fails a Strength, Dexterity, or Constitution saving throw, it takes force damage equal to your bomb’s damage roll.
Orange. Whenever a target ends its turn in the blast radius, it takes acid damage equal to your bomb’s damage roll.
Red. Once per turn when the target takes fire damage, it takes extra fire damage equal to your bomb’s damage roll.
Violet. Once per turn when the target fails an Intelligence, Wisdom, or Charisma saving throw, it takes force damage equal to your bomb’s damage roll.
Yellow. Whenever a target ends its turn in the blast radius, it takes lightning damage equal to your bomb’s damage roll.
Illusory Paintings
By 6th level, you can infuse your paint with a small amount of illusion magic, creating marvelously deceptive images. Whenever you create a painting depicting an object, you can choose to augment its effect using an image from the silent image spell. For example, you can cause a painting of a lion to walk along a wall, you can lend a painting of a sculpture a sense of three-dimensionality, or you can cause a painting of a lantern to give off light. The illusion must be contained entirely within the bounds of the painting. The illusion’s duration depends on how long you spent painting the image. If you painted the image in under 10 minutes, it lasts for an hour after the paint dries. If you painted the image over the course of an hour, it lasts for 24 hours after the paint dries. If you painted the image over the course of 24 hours or longer, the effect lasts until dispelled.
Improved Paint Bomb
Beginning at 10th level, you can choose to fill your paint bombs with white and black magical paint. The Armor Class of a creature coated with white magical paint increases by 1d6, to a maximum of 20, and it adds 1d6 to its saving throws. The Armor Class of a creature coated with black magical paint decreases by 1d6, to a minimum of 10, and it subtracts 1d6 from its saving throws.
Rainbow Blast
By 18th level, all of your bombs paint the world in vibrant colors. Whenever you prime and throw a bomb with a formula that has a blast radius, you can also change it to a paint bomb of any color except white or black. The bomb first applies all the effects of its original formula, including dealing damage using the formula’s damage dice, then coats the creatures within the blast radius with magical paint.