Artificer
Base Class: Artificer

While other artificers strive to create a masterpiece for the ages, you realize that nothing lasts forever. There is beauty in the ephemeral, and in the right hands destruction can be every bit as magnificent as creation. Knowing this, you sculpt exquisite glass creations to use against your foes, shattering them against armor and hide. This constant cycle of making and unmaking grants you great flexibility in battle, conjuring the best tool for the moment only to smash it to bits to make another when conditions change. Your creations may not endure, but their impact will leave a lasting mark on the history of the world.


Author's note - this subclass borrows some ideas and wording from the College of Glass subclass by Kibblestasty. If you like this concept but would rather be a bard, look it up!

Tool Proficiency

3rd-level Glasswright feature

You gain proficiency with glassblower’s tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

Glasswright Spells

3rd-level Glasswright feature

You always have certain spells prepared after you reach particular levels in this class, as shown in the table below. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Artificer Level Spell

3rd

color spray, ice knife

5th

mirror image, shatter

9th

clairvoyance, tiny hut

13th

greater invisibility, resilient sphere

17th

animate objects, scrying

Multifocal Lenses

3rd-level Glasswright feature

Your expertise with glass allows you to craft an intricate set of lenses to magnify or enhance your vision. Once they have been mounted on a helmet or goggles, you can interact with one of the lenses to affect your vision, or to switch back to normal vision.

Telescopic Lenses. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. You have disadvantage on attack rolls while using these lenses.

Microscopic Lenses. You can magnify your view of an object in your space by up to 50x, allowing you to see details too small to be detected otherwise. You have disadvantage on attack rolls while using these lenses.

Aetherscopic Lenses. You can see through nonmagical darkness, opaque fog, or other heavily obscured conditions out to a range of 15 feet. You cannot see beyond this range while using these lenses.

At level 9 in this class, you gain the effects of the see invisibility spell when using your Aetherscopic Lenses.

At level 15 in this class, the range of your Telescopic Lenses increases to 5 miles, Microscopic Lens magnification increases to 100x, and the range of your Aetherscopic Lenses increases to 30 feet.

Interacting with Objects

Your first object interaction on your turn is free, whether it be drawing a weapon, opening a door, or switching between your Multifocal Lenses. If you want to do a second object interaction on the same turn, you need to take the Use an Object action as noted in the Player's Handbook.

Crystalline Creations

3rd-level Glasswright feature

You use a combination of magic and craftsmanship to spin glass creations out of thin air. As a bonus action, you can create one object from the choices below. Each creation emits a faint humming sound and harmlessly fractures into pieces when its duration expires, or when you use this ability again. All damage dealt by these creations counts as magical.

Under certain circumstances, you can make a Shattering Glass attack with your creation. The target of this attack must make a Dexterity saving throw against your spellcasting DC, taking piercing damage equal to 1d6 + your proficiency bonus on a failure. This destroys the creation.

Over a long rest, you may infuse your glassblower's tools with an infusion meant for a weapon or a shield. This infusion transfers to your Crystalline Creation if it is the proper type of item to receive it, and it returns to your tools when the creation expires.

Glass Weapon. You weave a simple or martial melee weapon out of glass, and you gain proficiency with this weapon. The weapon cannot have the heavy property. It functions as a normal weapon of its kind, but its weight is halved. When you attack with this weapon, you can use your Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls.  Once on your turn immediately after making a melee attack with this weapon, you can make a Shattering Glass attack against the target. Otherwise, the weapon shatters harmlessly after 1 minute or the first time anyone besides you uses it to deal damage.

Shimmering Shield. You form a multifaceted shield of glass that hovers in your space to protect you as if you were wielding it, leaving your hands free. You gain a +2 bonus to AC if you are not already using a shield. If you are hit with an attack, the shield shatters. If the triggering attack was a melee attack, you can use your reaction to make a Shattering Glass attack targeting the attacker. If not destroyed earlier, the shield shatters harmlessly after 1 minute.

Fragile Familiar. You animate a tiny creature woven from glass. This creature follows all the rules of the find familiar spell with the following exceptions. It is a construct rather than celestial, fey, or fiend, you cannot dismiss it to a pocket dimension, and it takes its turn on initiative count 0. You can command the familiar to use its action on its next turn to make a Shattering Glass attack - after moving if necessary - against one creature adjacent to the familiar. Otherwise, at the end of the familiar's turn or when its hp drops to 0, it shatters harmlessly.

Crystal Curio. You spin one nonmagical item of your choice out of glass. It must be no larger than small size and have a gp value of no more than 10 times your artificer level. Its weight is halved compared a normal item of that type. After 1 use or 1 minute, the item shatters harmlessly.

Extra Attack

5th-level Glasswright feature

You can attack twice, rather than once, whenever you take the Attack action on your turn.

Treated Glass

9th-level Glasswright feature

The damage of your Shattering Glass attack increases to 2d6 + your proficiency bonus. When you use Crystalline Creation, you can stain the glass one or more colors. The most prominent color of glass determines the damage type of its Shattering Glass attack, which replaces the piercing damage type.

Additionally, your Multifocal Lenses grant the effects of the see invisibility spell within the range of your Aetherscopic Vision while it is active.

Stained Glass Properties

Glass Color

Damage Type

Red

Fire

Yellow

Lightning

Green

Acid

Blue

Cold

Purple

Thunder

Masterwork Creations

15th-level Glasswright feature

Your Crystalline Creations gain the following improvements:

  • The damage of your Shattering Glass attack increases to 2d8 + your proficiency bonus.
  • You can sustain two creations at once. If you try to make a third, one of your existing creations shatters harmlessly.
  • You gain a new creation, Crystalline Construction. This option takes an action to create rather than a bonus action, and once you have used it you cannot use it again until after a long rest.
  • Some creations gain new options or benefits outlined below.

Glass Weapon. You can now create any simple or martial weapon, and it gains a +2 bonus to attack and damage rolls. This bonus does not stack with any infusion bonuses, nor does it apply to the Shattering Glass attack.

Shimmering Shield. The shield grants an additional +1 bonus to AC. This bonus does not stack with any infusion bonuses.

Fragile Familiar. The animated creature can use the statistics and properties for any beast of CR 1/4 or lower (although it still may not attack), and it can last for up to one minute.

Crystalline Construction. You create a structure out of glass that follows the rules of the wall of stone spell with the following changes. It does not block line of sight, it does not require concentration, its supporting surface need not be made of stone, and its hit points are halved. If you weave it with stained glass, the panels have resistance to the corresponding damage type. As an action, you can shatter the entire structure, making a Shattering Glass attack on each creature adjacent to the structure. Any panels remaining after 10 minutes shatter harmlessly.

Making it Work with D&D Beyond

Infused Glass Weapons. If you are intending to infuse a glass weapon via your glassblower's tools, add a mundane version of the weapon to your character sheet and infuse it directly. You can use the customize feature to change the name and weight of the weapon.

Non-Infused Glass Weapons. Add a mundane version of the weapon to your character sheet. You will need to customize the attack to reflect the use of your Intelligence modifier (D&D Beyond only supports this with magical weapons). Find the difference between your Strength and Intelligence modifiers (or Dexterity and Intelligence for finesse weapons) and add that value to the weapon's attack and damage values with the customize option. Alternatively, you can use a magical weapon to represent your glass weapon if you can easily ignore any additional properties it grants.

Martial Weapon Proficiency. The character sheet grants martial weapon proficiency so that you can wield martial glass weapons. However, you are not proficient with regular, non-glass martial weapons and should adjust any attacks you may make with those weapons to reflect that.

Shimmering Shield. To represent this feature, add and equip a mundane shield and adjust the weight to 0. Unequip it whenever it shatters. The character sheet does not keep track of what's in your hands, so you can do this regardless of what you're holding. If you wish to infuse your glassblower's tools with an infusion for your shimmering shield, infuse the shield directly on your character sheet.

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