Artificer
Base Class: Artificer

A Glassmith is a master of folding arcane magical elements into glass blown and glass smithed weapons, equipment, and items. Glassmiths use their knowledge to infuse powerful magics into palm sized orbs, which can be used to throw or lay traps that explode with devastating results. Their expertise with these items make them masters at controlling the flow of battle and crowd control. A well placed bomb or trap can turn the tide of battle or allow a harrowed party to escape certain death.

Tool Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with glassblower's tools and smith's tools. If you already have this proficiency with one or both tools, you gain proficiency with one other type of artisan's tools of your choice.

Glassmith Spells

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

Glassmith Spells

Artificer Level Spell

3rd

shield, unseen servant

5th

arcanist's Magic Aura, shatter

9th

counterspell, slow

13th

fire shield, resilient sphere

17th

maelstrom, wall of force

Battle Ready

When you reach 3rd level, your hours of experimentation and practice with glass blowing and the items it creates have paid off in two ways.

  • You gain proficiency with the blowgun.
  • When you attack with a magic weapon you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls. 

Arcane Glass Blowing

Beginning at 3rd level, you can create a variety of magical and nonmagical glass items.

Arcane Bombs. Whenever you finish a long rest you can magically create 2 arcane bombs, these magical orbs can be of any combination of the "Arcane Bombs" you know. An arcane bomb is a magically glass blown 3 inch diameter sphere that fits in the palm of your hand, each glass orb is infused with powerful magic that is released when the orb shatters against a surface. As an action a creature can throw an arcane bomb at a point up to 60 feet away. Each creature within the blast radius must roll against your Spell save DC.

Creating an arcane bomb requires you to have glassblower's tools on your person, and any bomb you create with this feature lasts until it is used or you finish a long rest. When you reach certain levels in this class, you can create more arcane bombs, 3 at 5th level, 4 at 9th level, and 5 at 15th level.

You learn to create three bombs of your choice, which are detailed under "Arcane Bombs" below. You learn to create one additional bomb at 5th and 9th level, and two additional bombs at 15th level. In addition, you can replace arcane bombs you know with new bombs each time you gain a level in this class.

Arcane Traps. You can set traps by spending 10 minutes engraving special sigils into an arcane bomb. An arcane trap is triggered when a creature is within line of sight and moves within 5 feet of the trap or the trap is moved in any way. This feature lasts until it detonates or you finish a long rest. You can designate creatures that won't set off the trap.  Each creature within the blast radius must roll against your Spell save DC. A creature can disarm this trap by casting dispel magic on it.

Blowgun And Blowgun Needles. Your glassblower's pipe can be used as a blowgun. As part of a short rest, you can use glassblower's tools to create 1d8 blowgun needles.

Glass Weapons And Armor. Any metal weapon, armor, or shield, you can craft the glass equivalent using glassblower's tools and smith's tools, these items are nonmagical (follow the rules for Crafting An Item  on page 128 of Xanathar's Guide To Everything). The stats for theses items are exactly the same as their metal counterpart, however they do not suffer corrosion penalties from acid and rust and they are not affected by the heat metal spell.

Arcane Ocular

At 5th level, you have mastered the art of lens crafting, you create an arcane ocular, a single lens that can be worn as a monocle. If the ocular isn't being worn, or carried, it continuously orbits slowly around your head. You can use your arcane ocular as a spellcasting focus for your artificer spells. When you look through this lens in bright or dim light you gain the following benefits.

  • Objects are magnified to twice their size.
  • You have double proficiency on Wisdom (Perception) checks that rely on sight.
  • You understand any written language that you see. This ability doesn't decode secret messages in a text or glyph, such as an arcane sigil, that isn't part of a written language.

 

Expert Bomber

At 9th level, you've become adept with throwing arcane bombs efficiently.

  • Your max throwing range is now 120 feet.
  • The blast radius increases by 5 feet.
  • When you take the Attack action to throw an arcane bomb, you can use your bonus action to attack with your glassblower's pipe (blowgun).
  • The Vitality Orb now gives 2d8 temporary hit points.

 

Arcane Glassmithing

At 15th level, whenever you finish a long rest you gain the ability to infuse arcane energy into a piece of armor or shield and one weapon, it must be one of your crafted glass items. Choose one damage type for each item: cold, fire, lightning, thunder, or force. You become immune to the chosen damage type while the armor or shield is donned and you gain a bonus 1d10 damage of the chosen damage type to the weapon. The damage type remains in the item up to a number of hours equal to your Intelligence modifier plus your proficiency bonus

 

Arcane Bombs

Arcane Bombs are presented in alphabetical order.

Dark Orb

A seething dark miasma contained within an orb.

When you use an action to throw this bomb at a point you can see within range each creature within 20 feet from the explosion must make a Dexterity saving throw. A target takes 4d6 necrotic damage and restrained by a ghostly dark miasma on a failed save. On a successful save, the target takes half as much damage and is not restrained. A creature restrained by the miasma can use its action to make a DC 12 Strength (Athletics) check. If it succeeds, it is no longer restrained.

Earth Orb

Churning dirt within an orb.

When you use an action to throw this bomb at a point you can see within range, an exploding fountain of earth erupts into the air in a 20-foot-radius. Each creature within this area must make a Dexterity saving throw. A creature takes 4d6 bludgeoning damage and is hurled 20 feet into the air an a failed save. On a successful save the creature takes half the damage and is hurled 10 feet in the air. Follow the rules for falling after being hurled into the air.

Fire Orb

A raging inferno contained within an orb.

When you use an action to throw this bomb at a point you can see within range, each creature within 20 feet of the explosion must make a Dexterity saving throw. A target takes 4d6 fire damage and ignites on fire on a failed save. On a successful save, the target takes half as much damage and doesn't ignite on fire. A creature takes 2d4 fire damage at the end of each of its turns unless it or another creature uses an action to douse the flames. The fire ignites flammable objects in its area that aren’t being worn or carried.

Force Orb

A swirling magical energy contained within an orb.

When you use an action to throw this bomb at a point you can see within range, each creature within 20 feet of the explosion must make a Constitution saving throw. A target takes 5d6 force damage and is pushed 15 feet from the point of origin on a failed save, and takes half as much damage and is not pushed on a successful save.

Fractured Orb

A fractured clear orb.

When you use an action to throw this bomb at a point you can see within range each creature within 20 feet from the explosion must make a Dexterity saving throw. A target takes 6d6 piercing damage on a failed save or half as much damage on a successful save. 

Ice Orb

A violent blizzard contained within an orb.

When you use an action to throw this bomb at a point you can see within range, each creature within 20 feet of the explosion must make a Dexterity saving throw. A target takes 5d6 cold damage and slips to the ground on a failed save. On a successful save, the target takes half as much damage and doesn't fall. A creature killed by the explosion becomes a frozen statue until it thaws. The ground in the blast radius is considered difficult terrain and is covered in ice, the ice remains until it defrosts. Any creature that moves onto the ice for the first time on a turn or ends its turn there must make a DC 12 Dexterity (Acrobatics) check or fall prone

Invisibility Orb

This orb emanates with a soft white light.

When you use an action to throw this bomb at a point you can see within range, each creature you choose within 20 feet of the explosion becomes invisible. Anything the target is wearing or carrying is invisible as long as it's on the target's person. The target remains invisible as long as it doesn't attack, cast a spell, or until the start of your next turn.

Lightning Orb

Crackling blue lightning contained within an orb.

When you use an action to throw this bomb at a point you can see within range, a blinding flash of lightning arcs out toward each creature within 20 feet of the explosion. Each creature must make a Dexterity saving throw or take 4d6 lightning damage and is blinded on a failed save, or half as much damage and is not blinded on a successful save. A creature is blinded until the start of your next turn.

Moon Mist Orb

A writhing glowing mist contained within an orb.

When you use an action to throw this bomb at a point you can see within range, a thick glowing, ghostly mist rises from the ground in a 20-foot-radius, 2 feet high cylinder. The mist spreads around corners and heavily obscures the ground it covers. When a creature moves into or within the mist, it takes 2d4 radiant damage for every 5 feet it travels, if direct moonlight falls on the mist the damage increases by another 1d4. A creature that falls prone in the mist must immediately make a Constitution saving throw. On a failed save the creature takes 2d10 radiant damage and no damage on a successful save. A strong wind disperses the mist after 1 round, a moderate wind disperses it after four rounds, otherwise the mist dissipates after 1 minute.

 

Shield Orb

This orb emanates with a soft pink light.

When you use an action to throw this bomb at a point you can see within range, each creature you choose within 20 feet of the explosion gains a +2 to AC until the start of your next turn.

Thunder Orb

A chaotic thunderstorm contained within an orb.

When you use an action to throw this bomb at a point you can see within range each creature within 20 feet of the explosion must make a Constitution saving throw. A target takes 4d6 thunder damage and is stunned on a failed save. It takes half as much damage and is not stunned on a successful save. A creature is stunned until the start of your next turn or it takes damage.

Vitality Orb

This orb emanates with a soft yellow light.

When you use an action to throw this bomb at a point you can see within range, each creature you choose within 20 feet of the explosion gains 1d8 temporary hit points. 

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