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. You revel in this constant cycle of making and unmaking, smashing your intricate works only to reform them moments later. 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 |
|
5th |
|
9th |
|
13th |
|
17th |
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 set of 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 darkness, opaque fog, or other heavily obscured conditions as if it was dim light 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 200x, 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. Over 1 hour during each long rest, provided you have access to glassblower's tools, you can create a number of magical glass objects equal to your proficiency bonus, choosing from the options below. When you perform this ritual, any existing creations from this feature are repurposed to create the new ones. Each creation resonates with a faint humming sound while in your hands. You can use the following actions with your creations:
- Shattering Glass. As a bonus action, you can shatter one of your creations that you can see within 60 feet. A creature of your choice within 5 feet of the creation must make a Dexterity saving throw against your spellcasting DC, taking magical piercing damage equal to 1d6 + your proficiency bonus on a failure. This shatters the creation into pieces that fall in the target's space, rendering it temporarily useless.
- Reconstitute. As a bonus action, you reform one shattered creation you can see within 30 feet, rendering it whole and functional once again. If the shattered remains are in an occupied square, you can reform them in an adjacent unoccupied square. If the pieces are within 5 feet of you, you can reform the item in your hand.
If another creature uses, wields, or otherwise holds one of your Crystalline Creations, it turns to brittle nonmagical glass and shatters upon use. It remains nonmagical until you use a bonus action to reconstitute it.
Crystal Curio
You form a brooch, clasp, earring, or other tiny trinket out of glass. In a time of need, you can use an action to transform this curio into a nonmagical item of your choice. The item 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. Once you have chosen an item form for this curio, you cannot choose a different form until you've taken a long rest.
Fragile Familiar
You animate a tiny creature woven from glass. This creature uses the statistics and properties of a tiny CR 0 beast of your choice, although it cannot make attacks. It acts independently of you, but always obeys your commands. In combat, it takes its turn on your initiative. You can use your bonus action to verbally command one familiar to take the Dash, Disengage, or Help action. If you don't issue a command, it takes the Dodge action. It will not willingly move more than 60 feet from you, and if it is moved beyond that distance it uses its actions to move closer to you by the most direct route that won't harm it.
When reconstituted, the creature reforms with the same amount of hit points it had when it shattered. If the creature drops to 0 hit points or is otherwise destroyed by anything other than a Shattering Glass attack, it cannot be reconstituted until your next long or short rest, at which point it reforms with all of its hit points.
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 it counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage, and 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. When creating this item over a long rest, you can infuse it with any weapon-type infusions that you know as if it were a normal non-magical weapon.
Shimmering Shield
You form a multifaceted shield of glass that functions as a mundane shield would. If you are targeted with a melee attack while wielding this shield, after the attack is resolved you can use your reaction to make a Shattering Glass attack targeting the attacker. When you use your bonus action to reform this shield, it can reform already equipped - you do not have to don it again. When creating this item over a long rest, you can infuse it with any shield-type infusions that you know as if it were a normal non-magical shield.
Extra Attack
5th-level Glasswright feature
You can attack twice, rather than once, whenever you take the Attack action on your turn.
Stained Glass
9th-level Glasswright feature
The damage of your Shattering Glass attack increases to 2d6 + your proficiency bonus. When you form your Crystalline Creations over a long rest, you can stain the glass of each creation with 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.
- Your creations gain new options or benefits outlined below.
- You gain a new creation option, Crystalline Construction. You cannot make more than one of these during a long rest.
Crystal Curio. The transformed item can be up to Large in size and can have a gp value of up to 100 times your artificer level.
Fragile Familiar. The animated creature can use the statistics and properties for any medium or smaller beast of CR 1/4 or lower (although it still may not attack).
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.
Crystalline Construction. You create a tiny glass polyhedron two inches in diameter. As an action, you can expand the polyhedron into a glass structure following 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. Once shattered, you cannot reform this creation until your next long rest.
Making it Work with D&D Beyond
Infused Glass Weapons. If you are intending to infuse a glass weapon, 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. If you shatter the shield, unequip it until you use the Reconstitute bonus action to reform it.
Previous Versions
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7/21/2023 4:03:53 PM
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Coming Soon
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I still don’t understand why Artificers are half-casters. They could have made them use the Warlock spell approach, given them their own spellcasting style like Craftmagic and one to five spell slots per short rest.
Anyway, I like the idea. I look forward to seeing it at the table. The spell list is perfect. A nice way to sneak shield into the build automatically. Heh. But it makes sense here. Much better fit than mage armor.
Excellent flavor. I've never felt a real connection to any of the Artificer subclasses, although I've always liked the class in theory. This one really speaks to me though; very cool! Love the transient nature of all the features.