Base Class: Rogue
After years of practice with making glass and getting custom molds from a blacksmith, you can craft weapons made of glass. You are proficient in alchemy and have the knowledge of combining alchemical concoctions to the glass for added effects. As you gain levels and experience, your knowledge of glass and alchemy grows allowing you to add more powerful effects.
(I'm still learning how to make things on DND Beyond. I haven't figured out how to do much more than write the descriptions down to get the ideas out of my head. Sorry I am still learning how to modify how the idea effects actual stats and stuff. Thanks for taking a look.)
Alchemical Glass
When you choose this archetype at 3rd level, you gain proficiency with the glassblower's tools and the alchemist's tools
Upon crafting a class weapon, you add reagents to the glass that add additional effects. Choose 2 of the following to add to your Alchemical glass knowledge:
Poison: adds 1d4 poison damage
Fire: adds 1d4 fire damage
Cold: adds 1d4 cold damage
Itch: target makes a CON saving throw vs your alchemist DC (spell DC) (8 + DEX modifier + proficiency modifier). On a success, nothing happens. On failure, the target in overcome with an intense urge to itch and cannot make an attack or attack of opportunity until the beginning of your next turn.
Glass Blade Attacks
Starting at level 3, you are at your deadliest when you attack with your glass weapon. When you roll a natural 20 on an attack roll, a piece of glass breaks off of your weapon and is lodged in the skin of your target. On the targets turn, if they move, they take an additional 1d4 piercing damage. This has the potential to stack with any additional critical hits made by you.
Improved Alchemical Glass
When you choose this archetype at 9th level, upon crafting a class weapon, you add reagents to the glass that add additional effects. Choose 4 of the following to add to your Alchemical glass knowledge:
Poison: adds 1d4 poison damage
Fire: adds 1d4 fire damage
Cold: adds 1d4 cold damage
Shock: add 1d4 shock damage
Dark: add 1d4 necrotic damage, the weapon absorbs light within a 15 foot radius. Anything within the radius is considered in dim light.
Holy: add 1d4 radiant damage, the weapon glows emitting soft light for 30 ft radius.
Itch: target makes a CON saving throw vs your alchemist DC (spell DC) (8 + DEX modifier + proficiency modifier). On a success, nothing happens. On failure, the target in overcome with an intense urge to itch and cannot make an attack or attack of opportunity until the beginning of your next turn.
Brittle Glass
Starting at 13th level, when you roll a 19 or 20 while using a glass weapon, your attack is considered a critical. The shards of glass now do 1d6 damage + the effect of the Alchemical glass on the target's turn, if they move. If the effect has a saving throw associated with it, the target rolls at the beginning of their turn to see if the effect remains.
Glassy Skin
At level 17. After multiple hours of working with melted glass and breathing it in, your body has begun integrating the material into your skin. Your skin has a semi glossy sheen in direct light. You gain +2 to your AC.
Previous Versions
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4/10/2020 3:56:52 AM
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124
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6
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1.0.1
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Coming Soon
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