Base Class: Wizard
You are a material mage, a type of wizard that focuses on unlocking the potential of a single substance. It might be organic or inorganic, mundane or priceless. Other practitioners of the arcane arts find your obsession curious or even absurd, but you know that your chosen material contains real power.
Mages who belong to the School of Glass tend to have a quiet, creative personality. They marvel at the properties of glass, especially at how quickly its smoothness can be broken and turned into a dagger. Many take up the art of glassblowing, finding that it compliments their arcane pursuits. Using their magic, they can create works of great subtlety and ingenious design.
Bonus Proficiency
At 2nd level, you gain proficiency with Glassblower's Tools if you are not already proficient.
Shard in Foot
At 2nd level, you gain the ability to unleash an unpleasant surprise on your foes. When a creature within 30 feet of you moves, you can use your reaction to instantly create a magical shard of glass beneath its feet. The target must make a Dexterity saving throw against your wizard spell DC. If it fails, it takes 1d4 + your wizard level piercing damage and its speed is reduced by 5 feet for 1 minute. If it succeeds, it takes half damage and its speed isn’t reduced.
Flying and swimming creatures are immune to this feature. If the target has no feet or many feet (GM’s discretion), then its speed isn’t reduced even if it fails the saving throw. Once you use this feature, you can’t use it again until you finish a short or long rest.
Transparent
Starting at 2nd level, you can spend an action to turn your body and equipment as transparent as glass. You have advantage on Dexterity (Stealth) checks for 1 hour. Once you use this feature, you can’t use it again until you finish a short or long rest.
Glass Cannon
Beginning at 6th level, you can summon a fragile glass cannon that improves your offense. As a bonus action, you can conjure a cannon made of glass in an unoccupied square within 40 feet of you. The cannon has 10 AC, hit points equal to your wizard level, and is immune to poison and psychic damage. When you cast a spell while you are within 40 feet of the cannon, you can choose one creature within 40 feet of the cannon. It takes force damage equal to the spell’s level + 1. Cantrips count as 0 level spells. The cannon disappears after 1 minute.
You can use this feature twice, although you can have only one cannon summoned at a time. You regain any expended uses when you finish a short or long rest.
Shatter Self
At 10th level, you can create a glass replica of yourself as an instant reaction to a threat. When a creature makes an attack roll against you, you can use your reaction to interpose the replica between the attacker and yourself. The attack automatically misses you, and the replica shatters into numerous fragments.
Once you use this feature, you can't use it again until you finish a short or long rest.
Perflect Reflection
By 14th level, you have learned how to totally reflect your enemies’ attacks. As a reaction when you are hit by a weapon or spell attack or you have to make a saving throw against a spell that targets you, you can negate the attack or spell and reflect it back.
If you are hit with a weapon attack, you are completely unaffected and the creature that hit you instead is hit. Resistance and immunity apply as normal, and the creature suffers any secondary effects of the weapon or spell attack as appropriate (for example, a mind flayer’s tentacle attack would not grapple the mind flayer).
If you are hit with a spell attack or have to make a saving throw against a spell that targets you, you can sacrifice a spell slot equal to the level of the spell or higher. If you do so, you are completely unaffected. If you were hit with a spell attack, the creature that attacked you is hit instead and suffers any secondary effects of the spell. If the spell targeting you instead forces you to make a saving throw, the creature that cast the spell must make a saving throw against the spell or be affected as if you had cast it (for example, if a wizard had cast Dominate Person and fails its saving throw, you control it). Again, any resistances and immunities apply as normal. However, the DC is the same as the original spell.
Once you use this feature, you can’t use it again until you finish a long rest.
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