Base Class: Artificer
Working with pottery and glass has made this artificer into a summoning master. Using their expertly refined skills and hints of fire magic, the Kiln has mastered the art of giving their works life, turning their constructions into familiars and summons. Each of their pottery summons--commonly referred to as teras--can be shaped to perform wide varieties of tasks and specialize in different skills and combat styles. The Kiln is also an expert in the use of fire magic, and can utilize their skill to enhance or mold teras as they please. The Kiln starts with a maximum of 1 summon, which increases to 3 at level 3. All non-temporary tera may be constructed or manually moved by the Kiln using the Move Earth spell.
Shaping Design
The Kiln starts by specializing in only one of the two tera types, giving up the other in trade for specialized constructs. Kilns who specialize in glass gain the ability to infuse higher magic concentrations into their constructs, allowing for the Mage and Familiar architypes of teras. Kilns who specialize in clay gain the Tank and Fighter architypes.
Shaping Design - Ceramics and Brute
The Kiln chooses to refine the art of pottery, and through time and practice gains access to the Fighter and Tank architypes. These teras--now referred to as ceramics--are much less subtly designed than their glass counterparts, retaining a porous nature and a weakness to piercing damage, however they each have specialized uses. Both may contain 3 cubic feet of one of two liquids: water or oil. Oil filled ceramics become more aggressive as their surface heats up or makes contact with high friction, resulting in temperature increases and the Rage effect for the remainder of the increased heat. When set ablaze, they gain advantage on any attack they make, however break down after 3 turns. Water filled ceramics become much weaker to forms of damage, however when they reach 0 hitpoints, explode violently in a grenade of ceramic that deals 3d8 damage to anything within a 15 foot radius. The Tank architype does not explode after the oil effect fades, and does an extra 1d8 damage to anything withing a 5 foot radius when it shatters. The Fighter architype gains an extra 1d6 damage when lit on fire, and gains an attack of opportunity before water explosion on the closest enemy.
Shaping Design - Shards and Magic
The Kiln specializes in glasswork, and has gained the ability to create Crawler and Mage architypes of teras. These teras, now referred to as "shards," specialize when given materials that complement their subtle and magical design, benefiting their stats and proficiencies when given items of magical significance, and gaining strong bonuses when exposed to fire magic, however they become much weaker and fragile, having low ACs and Constitutions. The Kiln also gains the ability to view through the shards' vision, and may cast spells they know as if they were the shard, using any action the shard has.
Flaming Design
The Kiln has become inspired by the beauty and design of the art of fire and flame, and has begun experimenting with their own fiery constructions. The Kiln has gained the ability to infuse any tera within the effect of their fire attacks, giving +1 to all of their stats for 3 turns. Alternatively, whenever the Kiln attacks, it may create a temporary tera that combines two of the architypes they have access to. This temporary summon lasts for only 2 turns, and can only be created once per hour. The stat boosts and number of summons increases by 1 every 3 levels the Kiln gains.
Intelligent Design
Having practiced with specialized teras has made the Kiln yearn for a higher companionship than mindless clay and glass. The Kiln begins to experiment, infusing their creations with knowledge and weaved patterns in order to inspire intellect. Glazier-specializing Kilns gain the Mimic architype. This shard mirrors the actions of the closest intelligent life, mimicking attacks, spells, and movements at 3/4ths power. The mimic can not gain disadvantage, and gains all mimicry as reactions to their target. The Pottery-specializing Kilns gain the Companion, a terracotta-made creature with a highly charismatic nature and a strong bond to their creator. The Companion knows all languages that its creator knows, and has stats that mimic its creator at a -1 difference. The Companion gains no boost from flame, however may cast all fire spells that the Kiln knows. The Kiln may only have one active intelligent tera at a time, and must take a long rest before creating another should it be destroyed.
Shared Design
The Kiln has grown tired of micromanaging their teras, and has found it is much easier if they swarm rather than individually act. Teras of the same architype may behave as swarms, however they must make the exact same actions as each other. Reducing management has allowed the maximum teras to increase from 3 to 10, however they do not have to behave as swarms. Having more than 3 non-intelligent, non-swarm teras active at once forfeits the Kilns actions when in combat. Familiar swarms have the ability to act as traps, covering a 10ft radius and appearing invisible, dealing xd10 damage to anyone who steps within their trap radius and fails a Dex save of 15, where x is twice the number of teras in the swarm. This may trigger twice before they shatter. When heated with fire, they lose their invisible property, however also apply xd6 fire damage when triggered for each tera in the swarm.
Perfecting Design
The Kiln has now fully mastered the art of tera creation, and can now restore broken teras during combat, sealing cracks and piecing together remains with a golden sealant, repairing the teras and giving them improved intelligence and giving permanent fire bonus to them until they break down. Tera repaired this way can not be repaired, and they retain a reduced AC. Intelligent architypes repaired this way become highly intelligent, with the mimic being able to copy at 1.25x power, and the Companion being able to create teras as if it were a 4th level Kiln. The Kiln may repair as an action on their turn if within 10ft, or using an action and maintaining concentration until their next turn if further. Repairing costs 30GP for non-intelligent tera, 50GP for swarms, and 70GP for intelligent tera.
Previous Versions
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8/22/2026 5:08:15 AM
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v0.1
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Coming Soon
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