This is a very similar approach to @Markus von Broady's.. (answering at the same time :) ) .. but perhaps it's different enough to be worth posting.
It branches a parallel Brick Texture, in monochrome, concerned only with mortar. In the second branch, the mortar is enlarged, and softened. (That's a 'distance from rectangle edge' function, internally.) The softened mortar is multiplied with some kind of greyscale noise, and put through a threshold, to generate a mask. The mask mixes between your chosen mortar color and the original Bricks:
All the spaghetti is just to keep the textures in sync. There are some parameters which have no inputs, so can't be exposed in the group interface. Those are paired using drivers. To adjust those, you would have to make the group single-user, go inside, and tweak in the top texture node.
Of course, you may want to change .. e.g... the kind of noise, to change the characteristic bleed. For more control than this sort of thing though, IMO, it would be better to create our own procedural toon bricks from scratch.
Here's a .blend with the above example settings.