Base Class: Artificer
Your Artificer has studied with a master that grasps scientific technique of understanding the structure of matter, decomposing it, and then reconstructing it through the use of Glyphs. If performed skillfully, it is even possible to change the properties of bare elements much like a forge cleric can turn gold into a useful steel weapon or a set of keys. However, as it is a science, there are some natural principles in place. There is a degree of equivalent exchange.
Glyph Tek Alchemists are considered extremely taboo as they must earn their knowledge from or train under a master who earned their knowledge from a pact with an otherworldly entity. This entity might be an eldritch god or a demon but regardless of the origin they control their own plane or demi plane. as your Glyph Tek Alchemist grows in ability They will be forced to make moral choices that may drastically affect their alignment.
(At the more advanced levels you may dip into darker decisions and your DM may force you to roll for corruption depending on what skills you employ as you unlock the most taboo abilities, you might walk the line of neutrality using the immoral skills exclusively against evil as you teeter in a moral grey area, or perhaps you will be a steward of the forbidden knowledge working diligently to eliminate the sources of this unnatural and corrupting power. the choices and repercussions are entirely up to you and your DM.)
When your Glyph Tek Alchemist creates their first soul stone they immediately create their own demi plane where their pact entity resides. decide with your DM what they must trade in exchange for use of and access to this demi plane.
Tool Proficiency
3rd-level Glyph Tek feature
You gain proficiency with Calligrapher’s Supplies and Jeweler’s Tools
Glyph Tek Spells
3rd-level Glyph Tek feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Alchemist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
You can cast any spell your character knows as a ritual and not expending a spell slot by taking time to write a circle or circles and then activating it at will. For every level the spell has there is an additional circle to the glyph and you must spend an action/bonus action to write a portion of the circles. for example, if the spell is a 2nd level transmutation spell you could spend one turn writing the first and second circles by using both your action and bonus action. on your following turn or later you may activate the circles at will by touching the circle.
Glyph Tek 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 |
Small Amp Crystal
3rd-level Glyph Tek feature
Whenever you finish a long rest, You can transmute 5 lbs of gems into small mountable crystal hand cannon. any attack spell cast into the crystal gains 2x range and 2 additional damage dice
Create Spelljamming Helm
5th-level Glyph Tek feature
You gain the ability to use a crystal rod or ancient soul stone to cast [spell]Create Spelljamming Helm[spell/]
Prismatic Amp Crystal
9th-level Glyph Tek feature
You Gain the ability to transmute 30 lbs. of gems into a mountable crystal cannon. any attack spell cast into the crystal gains 4x range and 4 additional damage dice
Create Permanent Soul Stone
15th-level Glyph Tek feature
You have learned the Taboo circle to transmute the essence of a living soul into a condensed energy source. The older the soul or the greater number the larger the devices the stone will be able to power. The trapping of souls is evil in its nature and your character WILL need to role for corruption if the circle is used on any creature that isn't Chaotic Evil.
A circle should be treated as a 5th level spell in terms of prep time (for each level there is a circle of glyphs that must be drawn. each circle takes 1 action/bonus action to draw. add an additional 5 feet you wish to expand the circle radius for every additional action/bonus action you spend drawing the circle). if a creature or creatures expires in the circle it coalesces into a glimmering stone leaving no trace of the creature but its clothes or belongings.
Previous Versions
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8/16/2024 5:13:54 AM
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2
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Coming Soon
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8/16/2024 5:19:51 AM
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Coming Soon
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8/16/2024 5:30:00 AM
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3.2
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Coming Soon
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