Artificer
Base Class: Artificer

For many beings, light is something that can be taken for granted. No matter how many rainy days pass, the sun will always come again - and with it, light.

However, not all peoples can be so blessed. Those who live in the underdark might never see the sun above them, and their very flesh would burn if they did. As with Prometheus’s flame, so too can light bring both life and destruction.

Tool Proficiency

When you adopt this specialization at 3rd level, 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.

Lightwright Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Lightwright Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

(As Dawn and Holy Weapon are not SRD material, you'll need to add those in yourself. Or use a feat called "DNDBeyond Won't Let Me Have Illegal Spell Lists.")

Lightwright Spells
Level Spells
3 color spray, guiding bolt, light
5 mirror image, see invisibility
9 daylight, major image
13 arcane eye, hallucinatory terrain
17 dawn, holy weapon

Magic Mirror

You gain a number of Magic Mirrors equal to your proficiency bonus. As a bonus action, you can set a Magic Mirror to hover around a creature within 30 feet of yourself. Each Magic Mirror has an AC of 10 and 1 Hit Point, and occupies the same space as the creature it hovers around. While a mirror is hovering around a creature, you can use the following effects:

Distracting Glare. When the target would make an attack, you can use your reaction to make the Magic Mirror flare with light, imposing disadvantage on the attack roll.

Monitoring Lens. As an action, you can connect your senses with the mirror, allowing you to see and hear as if you were in its location until the end of your next turn. During this time, you are deaf and blind with regard to your own senses.

Telegraphic Casting. When you cast a spell, you can cause it to originate from the mirror instead of yourself.

Your Magic Mirrors break if they are over 1 mile away from your person. Any broken mirrors can be replaced over the course of a long rest using a set of Glassblower’s Tools.

Magnifying Power

When you cast an artificer spell via your Telegraphic Casting, it deals 1d8 additional radiant damage to one affected creature.

Mirror's Misfortune

When one of your Magic Mirrors breaks, you can cause it to explode in a burst of light. The target of your Magic Mirror is forced to make a Wisdom saving throw. On a failed save, it receives a 1d4 penalty to its attack rolls, skill checks, and saving throws for the next minute.

Once you use this feature, you cannot use it again until you finish a short or long rest.

Reflection

When a creature forces you to make a saving throw, you can expend your reaction and one of your unused Magic Mirrors to force a creature within 30 feet other than the effect’s originator to make the saving throw instead. This breaks the mirror, forcing the target to make a saving throw against your Mirror’s Misfortune feature.

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