Artificer
Base Class: Artificer

Artificers of this specialization are known for their immense craftsmanship when it comes to molding and casting silica into pristine glass. Their special techniques that meld physical labor and arcana lead to glass creations that are robust and durable.

Fine instruments

When you adopt this specialization at 3rd level, you gain expertise in glass blower's tools and add a d4 whenever you make a check with them. If you already have this proficiency, you gain proficiency with one other type of artisan's tool of your choice.

Furthermore, you gain proficiency in martial weapons and two weapon masteries of your choosing. When you level up in this class, you can change one of the masteries you gained with another one.

Glazier Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Glazier Spells table. These spells count as artificer spells for you, but they do not count against the number of artificer spells you prepare. Any instance of lightning, slashing, force, or piercing damage your spells do, are flavored as silica (glass) shards. Furthermore, learn one cantrip from the Wizard spell list (this can be changed each time you level up in this class)

Artificer Levels Glazier Spells
3rd Jim's Magic Missile, Zephyr Strike
5th Shatter, Immovable Object
9th Lightning Arrow, Conjure Barrage
13th Fount of Moonlight, Fire Shield
17th Steel Wind Strike, Jallarzi's
Storm of Radiance.
Cantrip Option

select a cantrip from the wizard spell list.

Silica Replica

Also at 3rd level, at the end of a long rest you magically manifest up to two weapons you are proficient in made of glass. Both gain a +1 to damage rolls you make with them (+2 at level 9, +3 at level 15). You cannot have more than three glass weapons created at any given time, if you create a new glass weapon choose one of the made ones to be destroyed and rendered unusable.

Any ranged weapon created by this effect has its long and short range reduced by half its initial value.

While attacking with a Glass Weapon, If the wielder rolls a natural 1 the weapon shatters and becomes unusable. The weapon deals triple the amount of damage dies it usually makes on a natural roll of a 20 instead of double. On a natural roll of a 1, the wielder takes a number of d4 slashing damage equal to your proficiency bonus and gain disadvantage on attacks  they make until the end of your next turn.

This Glass Weapon is able to be infused by applicable artificer infusions. If you decide to do so both glass weapons share a single infusion slot (even if you choose separate options for each) but not the same attunement slot (if applicable).

Any artificer spell with a spell level of 1 or higher you cast can have its damage type changed into slashing to gain properties as if it was a glass weapon you created but, if it makes multiple attack rolls it can only benefit from the natural 20 effect once per cast.

Extra Attack

Starting at 5th level, You can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.

Expanded Infusion: Stained Glass

Starting at 5th level, you gain an additional infusion option (can be selected multiple times when activating infusions).

Stained Glass
Prerequisite: A Glass Weapon made by Silica Replica (requires attunement)

You have added certain oxides when forming your glass weapon to boost its effect choose an oxide option below that modifies your glass weapon. Regardless of the option chosen you gain a +1 to weapon attack and damage rolls made with this weapon.

Iron Sulfide: Your Glass weapon takes on a Amber color. Once per turn, when you hit a creature with this weapon you can expend and roll up to two of your hit dice. the creature takes a number of acid damage equal to the result.

Copper Oxide:
Your Glass weapon takes on a Blue color. When you hit a creature with weapon, you can expend one hit dice. until the start of its next turn, the creature is marked by a fluorescent blue dye. Unable to benefit from the invisible condition. When in a area of heavy obscurement this allows other creatures to act as if they can see the target normally. this last until the end of their next turn.

Gold Oxide (9th level):
Your Glass weapon takes on a Ruby Red color. Once per turn, you can expend 3 of your hit dice. for the rest of the turn attacks made with this weapon are made at advantage as if you are benefiting from the "elven accuracy" feat.

Uranium Dioxide (9th level):
Your Glass weapon takes on a Yellow-Green color,. The weapon deals an additional 1d6 radiant damage on a hit. Whenever you hit a creature you can expend two of your hit dice to force a creature to make a constitution saving throw against your artificer spell DC. On a failure, they gain a level of exhaustion as they suffer from the effects of minor radiation sickness.

Cadmium Oxide (9th level): Your Glass weapon takes on a Vibrant Golden color. While you are wielding this weapon, once a turn, whenever a creature (including yourself) within 20 feet of you takes damage, you can expend and roll a number of hit dice up to your proficiency bonus. they regain a number of hit points equal to that result. They cannot benefit from this again until the start of your next turn.

Detailed Molds

Starting at 9th level, The first time your Glass weapon rolls a natural 1 on a attack roll between long rests, it does not shatter. Additionally attacks made with your glass weapon deal an additional 1d8 slashing damage.

Whenever you hit a creature on a turn with a glass weapon, you can force them to make a Constitution saving throw against your Artificer Spell Save DC. On a failed save, they take 2d8 magical slashing damage at the start of each of their turns as they begin to bleed from the deep wounds caused by shards of glass striking off your weapon and impaling them. Any creature can staunch the wound as an action by making a medicine check equal to your artificer spell DC or if the creature receives any form of magical healing. This can be used a number of times equal to your intelligence modifier (minimum of 1) between long rests.

Furthermore, any item of magical ammunition that specifically calls for a certain type of ammunition can be morphed into the type your weapon uses (no action required).

High-Pressure Replica

Starting at 15th level, you develop a technique involving placing your glass casts/molds into immense pressure increasing their durability and properties immensely also allowing for near perfect replicas of the original creation. When making your Glass weapon, choose one magical weapon of tier 7 rarity or lower to form one or both them into it. (Refer to the Ebaria Loot Table). Once chosen, that magical weapon cannot be chosen again to replicate within the same questline.

These glass replicas require attunement if they normally do but, are treated as if they are one item for the purposes of applying them on attunement slots and relevant features referring to total items attuned. If you choose an applicable infusion to apply to your glass weapon that requires attunement (Ex. Radiant Weapon) it still consumes an attunement slot as if it was its own item even if the Glass weapon does already.

Both weapons share the amount of charges/uses they have as if they were one weapon, has half the amount of charges/uses the item usually has (minimum of 1).

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