Base Class: Artificer
Not entirely content with working on tangible materials, lightwielder artificers magically manipulate light to add a dimension to their weaponry that no metal can rival. Using jewels, prisms, and glass, they shape, amplify, and focus light for use in illustrious weapons, which they use with dazzling martial prowess.
Tool Proficiency
You gain proficiency with your choice of either jeweler's tools or glassblower's tools. If you already have both of these tool proficiencies, you gain proficiency with one other type of artisan’s tools of your choice.
Lightwielder Spells
You always have certain spells prepared after you reach particular levels in this class, as shown in the Lightwielder Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
NOTE: Some spells granted by this subclass come from outside of the Basic Rules (marked here with an *). I cannot actually map these spells to this subclass and share it with the community, so if you're interested in using this, you might have to create homebrew items or feats that grant the specific spells. Everything else should work just fine.
Lightwielder Spells
| Artificer Level | Spell |
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3rd |
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5th |
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9th |
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13th |
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17th |
dawn*, holy weapon* |
Prismatic Weapon
Also at 3rd level, your experiments with light have led you to the creation of a prismatic weapon, a device that converts raw light into weaponized energy. Using jeweler's tools or glassblower's tools, you can spend 1 hour creating a prismatic weapon. This process can be completed as part of a short or long rest.
The weapon is a martial weapon that deals radiant damage, you are proficient in it, and you can use your Intelligence modifier for its attack and damage rolls. You can only have one prismatic weapon at a time, and creating a new one causes the previous one to harmlessly explode in a brilliant flash of light. When you create the weapon, you choose its appearance, and choose its type from the options below:
- Solar Blade. 1d8 damage, melee, special
- Star Shooter. 1d6 damage, ranged (40/200), light, special
- Aurora Rifle. 1d10 damage, ranged (120/500), two-handed, special
Aurora Rifle
Also at 3rd level, your experiments with light have led you to the creation of a prismatic weapon, a device that converts raw light into weaponized energy. Using jeweler's tools or glassblower's tools, you can spend 1 hour creating a prismatic weapon. This process can be completed as part of a short or long rest.
The weapon is a martial weapon that deals radiant damage, you are proficient in it, and you can use your Intelligence modifier for its attack and damage rolls. You can only have one prismatic weapon at a time, and creating a new one causes the previous one to harmlessly explode in a brilliant flash of light. When you create the weapon, you choose its appearance, and choose its type from the options below:
Solar Blade
Also at 3rd level, your experiments with light have led you to the creation of a prismatic weapon, a device that converts raw light into weaponized energy. Using jeweler's tools or glassblower's tools, you can spend 1 hour creating a prismatic weapon. This process can be completed as part of a short or long rest.
The weapon is a martial weapon that deals radiant damage, you are proficient in it, and you can use your Intelligence modifier for its attack and damage rolls. You can only have one prismatic weapon at a time, and creating a new one causes the previous one to harmlessly explode in a brilliant flash of light. When you create the weapon, you choose its appearance, and choose its type from the options below:
Star Shooter
Also at 3rd level, your experiments with light have led you to the creation of a prismatic weapon, a device that converts raw light into weaponized energy. Using jeweler's tools or glassblower's tools, you can spend 1 hour creating a prismatic weapon. This process can be completed as part of a short or long rest.
The weapon is a martial weapon that deals radiant damage, you are proficient in it, and you can use your Intelligence modifier for its attack and damage rolls. You can only have one prismatic weapon at a time, and creating a new one causes the previous one to harmlessly explode in a brilliant flash of light. When you create the weapon, you choose its appearance, and choose its type from the options below:
Radiant Augmentation
In your hands, your prismatic weapons are even more potent and dazzling. In addition to their regular properties, each weapon has the following special properties. These properties only function when you wield the weapon.
Manifest Radiance. You can cast the light spell on your prismatic weapon at-will without using any components.
Sun Block. When a creature you can see makes an attack against you while you wield your Solar Blade, you can use your reaction to attempt to deflect the attack, giving the attacker disadvantage on their attack roll. If the attack misses, your blade stores some of the damage you would have taken, causing the next attack you make with it before the end of your next turn to deal extra damage equal to one roll of its damage die.
Star Salvo. As long as you wield your Star Shooter, immediately after you take the attack action on your turn, cast a spell, or use your lightshow, you can use your bonus action to fire off a flurry of shots. Each creature in a 15-foot cone originating from you must make a Dexterity saving throw against your Artificer spell save DC. On a failed save, a creature takes 1d6 radiant damage.
Guiding Light. The first time on your turn that you hit a target with an attack made with your Aurora Rifle, you can choose to mark the target until the end of your next turn. A marked target cannot be hidden from you and your attacks against them ignore the effects of half-cover.
Aurora Rifle
In your hands, your prismatic weapons are even more potent and dazzling. In addition to their regular properties, each weapon has the following special properties. These properties only function when you wield the weapon.
Manifest Radiance. You can cast the light spell on your prismatic weapon at-will without using any components.
Guiding Light. The first time on your turn that you hit a target with an attack made with your Aurora Rifle, you can choose to mark the target until the end of your next turn. A marked target cannot be hidden from you and your attacks against them ignore the effects of half-cover.
Solar Blade
Manifest Radiance. You can cast the light spell on your prismatic weapon at-will without using any components.
Sun Block. When a creature you can see makes an attack against you while you wield your Solar Blade, you can use your reaction to attempt to deflect the attack, giving the attacker disadvantage on their attack roll. If the attack misses, your blade stores some of the damage you would have taken, causing the next attack you make with it before the end of your next turn to deal extra damage equal to one roll of its damage die.
Star Shooter
Manifest Radiance. You can cast the light spell on your prismatic weapon at-will without using any components.
Star Salvo. As long as you wield your Star Shooter, immediately after you take the attack or cast a spell action on your turn, you can use your bonus action to fire off a flurry of shots. Each creature in a 15-foot cone originating from you must make a Dexterity saving throw against your Artificer spell save DC. On a failed save, a creature takes 1d6 radiant damage.
Extra Attack
5th-level Armorer feature
You can attack twice, rather than once, whenever you take the Attack action on your turn.
Lightshow
When you reach 9th level in this class, you learn how to drastically empower your weapon with your own magical energy. As an action while you hold your prismatic weapon, you can expend one spell slot to unleash your weapon's unique lightshow. The DC for your lightshow effects is equal to your Artificer spell save DC. The damage for the effects is equal to 3 rolls of the weapon's damage die for a 1st-level spell slot, plus 1 additional die for each spell level higher than 1st, to a maximum of 6 dice, and its damage type is radiant.
Blazing Corona. All creatures within 10 feet of you must succeed on a Strength saving throw or take your lightshow damage and be knocked prone. On a successful save, a creature takes half as much damage and is not knocked prone. Additionally, your weapon's reach increases by 5 feet until the end of your next turn.
Flash Flurry. You fire a salvo of luminous shots in a 20-foot cone. Creatures in the area must make a Constitution saving throw. On a failed save, a creature takes your lightshow damage and is blinded until the end of their next turn. On a successful save, a creature takes half as much damage and is not blinded. Additionally, until the end of your next turn, the damage from your Star Salvo increases by one die and its area increases to a 20-foot cone.
Day Blast. A beam of radiant energy shoots out from your weapon in a 30-foot long, 5-foot wide line. Creatures in the beam must make a Dexterity saving throw. On a failed save, a creature takes your lightshow damage and becomes shrouded in mystical light; the next attack made against the creature before the end of your next turn is a critical hit on a roll of 19 or 20. On a successful save, a creature takes half as much damage and is not shrouded in light.
Aurora Rifle
When you reach 9th level in this class, you learn how to drastically empower your weapon with your own magical energy. As an action while you hold your prismatic weapon, you can expend one spell slot to unleash your weapon's unique lightshow. The DC for your lightshow effects is equal to your Artificer spell save DC. The damage for the effects is equal to 3 rolls of the weapon's damage die for a 1st-level spell slot, plus 1 additional die for each spell level higher than 1st, to a maximum of 6 dice, and its damage type is radiant.
Day Blast. A beam of radiant energy shoots out from your Aurora Rifle in a 30-foot long, 5-foot wide line. Creatures in the beam must make a Dexterity saving throw. On a failed save, a creature takes your lightshow damage and becomes shrouded in mystical light; the next attack made against the creature before the end of your next turn is a critical hit on a roll of 19 or 20. On a successful save, a creature takes half as much damage and is not shrouded in light.
Solar Blade
When you reach 9th level in this class, you learn how to drastically empower your weapon with your own magical energy. As an action while you hold your prismatic weapon, you can expend one spell slot to unleash your weapon's unique lightshow. The DC for your lightshow effects is equal to your Artificer spell save DC. The damage for the effects is equal to 3 rolls of the weapon's damage die for a 1st-level spell slot, plus 1 additional die for each spell level higher than 1st, to a maximum of 6 dice, and its damage type is radiant.
Blazing Corona. All creatures within 10 feet of you must succeed on a Dexterity saving throw or take your lightshow damage and be knocked prone. On a successful save, a creature takes half as much damage and is not knocked prone. Additionally, your weapon's reach increases by 5 feet until the end of your next turn.
Star Shooter
When you reach 9th level in this class, you learn how to drastically empower your weapon with your own magical energy. As an action while you hold your prismatic weapon, you can expend one spell slot to unleash your weapon's unique lightshow. The DC for your lightshow effects is equal to your Artificer spell save DC. The damage for the effects is equal to 3 rolls of the weapon's damage die for a 1st-level spell slot, plus 1 additional die for each spell level higher than 1st, to a maximum of 6 dice, and its damage type is radiant.
Flash Flurry. You fire a salvo of luminous shots from your Star Shooter in a 20-foot cone. Creatures in the area must make a Constitution saving throw. On a failed save, a creature takes your lightshow damage and is blinded until the end of their next turn. On a successful save, a creature takes half as much damage and is not blinded. Additionally, until the end of your next turn, the damage from your Star Salvo increases by one die and its area increases to a 20-foot cone.
Prismatic Perfection
By 15th level, you have perfected the techniques used to create your prismatic weapons. Your weapons gain the following benefits.
Solar Blade. Your weapon gains the reach property. Additionally, when you use Sun Block and the attack hits, you reduce the damage taken by 1d8 + your intelligence modifier and the next time you hit a creature with the blade, the attack deals extra damage equal to your intelligence modifier.
Star Shooter. When you use Star Salvo, the damage increases to 2d6, or 3d6 if you are under the effects of your Flash Flurry, and creatures take half damage when they pass the save.
Aurora Rifle. Whenever a creature affected by your Guiding Light or Day Blast is reduced to 0 hit points, light explodes from it, marking creatures within 10 feet of it. Once on your turn, you can give yourself advantage on an attack roll against a creature marked this way.
Aurora Rifle
Aurora Rifle. Whenever a creature affected by your Guiding Light or Day Blast is reduced to 0 hit points, light explodes from it, marking creatures within 10 feet of it. Once on your turn, you can give yourself advantage on an attack roll against a creature marked this way.
Solar Blade
Solar Blade. Your weapon gains the reach property. Additionally, when you use Sun Block and the attack hits, you reduce the damage taken by 1d8 + your intelligence modifier and the next time you hit a creature with the blade, the attack deals extra damage equal to your intelligence modifier.
Star Shooter
Star Shooter. When you use Star Salvo, the damage increases to 2d6, or 3d6 if you are under the effects of your Flash Flurry, and creatures take half damage when they pass the save.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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11/7/2021 7:47:06 PM
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1.1
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Posted Nov 7, 2021Thanks for checking this out! Credit for the original goes to u/Ascended_Bebop on reddit, and the original version can be found here. I did change a couple of things around, such as adding names to a variety of the special moves, removing the versatile property from the Solar Blade and giving the Star Shooter the light property (to give each weapon more uniqueness), and modifying a handful of minutiae in the features to my own preferences. Please enjoy!