The Painted Soul
The Painted Soul is capable of painting, with the aid of magic, paintings so real they become reality.
As a sorcerer and artist you are proficient in Illusion spells and are granted some additional spells from this school at specific levels.
At multiple levels you will be able to choose new paintings that can be done, each one using your sorcery points. The maximum number of paintings you can have active at the same time equals your Charisma modifier. If you go beyond this, the oldest turns back into paint. If a spell is quoted, the duration of the painting is infinite unless you dispel it, it is dispelled by someone else or you go beyond your maximum number of paintings. Each painting requires 10 minutes to make.
Choose 1 at levels 3, 6, 10, 14
Feast (Last Feast) – (Level 10) (2 sorcery points) Bring forth a great feast. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don't set in until this hour is over. Up to six creatures can partake of the feast. A creature that partakes of the feast gains several benefits: the creature is cured of all diseases and poison; its hit point maximum increases by 2d10, and it gains the same number of hit points. These benefits last for 24 hours.
Gains Poison resistance.
When you cast a single target spell the target makes a wisdom saving throw (DC12) or is paralysed by you for one turn you can do this a number of times equal to your proficiency modifier.
Empowered Artful casting
All creatures in the affected area of a spell makes a wisdom saving throw (DC15) or is paralysed by you for one turn. If there is only a single target, the save is made at disadvantage; you can do this a number of times equal to your proficiency modifier.
Level 18 – Paint Explosion
Once per long rest you can push your magic into all the paints on your person. They burst outwards in a kaleidoscope of confusing colours in a 30ft radius. The paint coats the ground in an alternately slippery and sticky texture, making it difficult terrain for anyone in the area. Each creature you choose in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0. The condition ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.