College of Acrylic


The College of Acrylic blends artistic expression with illusion magic, allowing bards to bend perception with the flick of a brush or the sweep of a phrase. These bards don’t just tell stories - they paint them into the world, wrapping friend and foe alike in vibrant phantasms. To them, illusion is not trickery - it’s transformative truth.

Bonus Spells (3rd Level)

You always have the following illusion-themed spells prepared, and they don’t count against your Bard spells prepared:

3rd - Disguise Self, Silent Image
5th - Mirror Image, Phantasmal Force
9th - Major Image, Hypnotic Pattern
13th - Greater Invisibility, Hallucinatory Terrain
17th - Seeming, Mislead

Painter of Dreams (3rd Level)

You've learned to manifest your illusions through performative artistry.

Bonus Proficiencies. You gain proficiency with Painter’s Supplies and one of the following skills: Performance or Deception. You can use Painter’s Supplies as a spellcasting focus.

Acrylic Spellbook. You learn two additional cantrips: Minor Illusion and Prestidigitation. These don’t count against your cantrips known.

Illusory Inflection. When you cast an illusion spell of 1st level or higher, you can immediately use a bonus action to cause one of the following effects for 1 minute (your choice):

  • Veil of Color. You or an ally within 30 feet becomes lightly obscured in swirling illusion; ranged attacks against them have disadvantage.

  • Brushstroke Terror. One creature of your choice within 10 feet of the illusion must succeed on a Wisdom saving throw or have disadvantage on their next attack roll.

You can use this feature a number of times equal to your Charisma modifier per Long Rest.

Chromatic Mirage (6th Level)

Your illusions become semi-real, and your brush blurs the lines between fiction and form.

  • Mirage Armor. When you cast an illusion spell, you can grant yourself or an ally within 30 feet temporary hit points equal to your Bard level.

  • Tactile Trickery. When a creature attempts to disbelieve your illusion spell (like Silent Image or Phantasmal Force), they do so with disadvantage if they are within 10 feet of the illusion and you can see them.

Additionally, if a creature fails its save against one of your illusion spells, you can use a reaction to move it up to 10 feet (illusion allowing)—they perceive it as fleeing or staggering due to what they see.

Chromatic Step (10th Level)

You learn to vanish into your artwork or illusions. As a bonus action, you can teleport up to 30 feet to an unoccupied space you can see. Until the start of your next turn, a lightly glowing illusion of yourself remains where you were, confusing enemies.

The illusion lasts until the start of your next turn or until hit. While it's present, the first attack made against you has disadvantage.

You can use this feature a number of times equal to your Proficiency Bonus per Long Rest.

Reality Rewrite (14th Level)

You become an illusionist of legendary artistry. Once per Long Rest, when you cast an illusion spell of 3rd level or higher, you can make it semi-real for 1 minute. During that time:

  • The illusion can deal damage once per turn (psychic or force, your choice), equal to your Bard level + your Charisma modifier.

  • Creatures who fail the save are also Charmed or Frightened (your choice) until the start of their next turn.

  • You can move the illusion up to 30 feet as a bonus action on your turn.