Glass Weaver (5e Class)

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Glass Weaver[edit]

Glass Weavers are noble warriors, capable of manipulating one of the most common materials on the planet. Glass. With a single marble, the average Glass Weaver can kill a man at a range of 90 feet, Reshape massive amounts of the opaque solid as they wish, and even create animated creatures from glass.

Creating a Glass Weaver[edit]

Quick Build

You can make a Glass Weaver quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the Noble background. Third, choose a simple weapon for defense.

Class Features

As a Glass Weaver you gain the following class features.

Hit Points

Hit Dice: 1d8 per Glass Weaver level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Glass Weaver level after 1st

Proficiencies

Armor: You are proficient with Light and Medium armor.
Weapons: You are proficient with simple weapons.
Tools: You are proficient with Glass Blower’s tools.
Saving Throws: You are proficient with Charisma and Intelligence saving throws
Skills: Choose four from Arcana, Athletics, History, Insight, Intimidation, Investigation, Nature, Perception, Persuasion, Religion, and Stealth

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Short sword or (b) Two daggers or (c) Light crossbow with 20 bolts
  • (a) A shield or (b) a simple weapon
  • (a) Studded leather armor or (b) Breastplate or (c) Half plate
  • If you are using starting wealth, you have 5 d4x10 gold in funds.

Table: The Glass Weaver

Level Proficiency
Bonus
Reshape Amount Commands Known Simple Animation Max (Animator Subclass) Features
1st +2 20lbs Move, Wait, Attack, Return Reshape Glass & Command Glass
2nd +2 20lbs 4 Animate Glass & Animation Stats
3rd +2 20lbs 6 Glass Specialist: Master Animator & Glass Duelist
4th +2 20lbs 8 Ability Score Improvement, or choose a feat
5th +3 30lbs Protect, Follow 10 Improved Animating
6th +3 30lbs 12 Subclass Feature
7th +3 30lbs Hunt, Sneak 14 Confident Animator
8th +3 30lbs 16 Ability Score Improvement, or choose a feat
9th +4 40lbs Obey, Intimidate 18 Infused GlassWeaving & Recall Animation
10th +4 40lbs 20 subclass feature
11th +4 40lbs Report 22 Battlefield Animator & Expanding Glass
12th +4 40lbs 24 Ability Score Improvement, or choose a feat
13th +5 50lbs 26 In order to reach this level or beyond, you cannot have a chaotic alignment.

Increased Range

14th +5 50lbs 28 subclass feature
15th +5 50lbs 30 Glass Grenade
16th +5 50lbs 32 Ability Score Improvement, or choose a feat
17th +6 60lbs 34 Illusory Wall
18th +6 60lbs 36 subclass feature
19th +6 60lbs 38 Ability Score Improvement, or choose a feat
20th +6 60lbs 40 subclass feature

Reshape Glass[edit]

At 1st level, as a bonus action, you can manipulate the shape of a mass of glass equal to a number of pounds equal to 10 times your proficiency bonus.

Command Glass[edit]

Glass Weavers are mainly known for their deadly attacks with small marbles or glass spear heads. At 1st level, as an action you may command a piece or portion of glass weighing up to a number of pounds equal to your proficiency bonus to catapult itself through space in a straight line from you, dealing at least 1 d8 points of damage per pound you use. If you use less than a pound, it is still 1 d8. You only get an extra d8 of damage once you reach the next pound measurement. having just a bit more than one pound, or just a bit less than two pounds is still 2 d8 of damage. The range of this attack is 90 feet.

Animate Glass[edit]

At 2nd level, you can now animate small sized and simple (real creatures you know exist, not imaginary) glass creatures. You can create a number of simple animations equal to your Glass Weaver level. Previous animations will die in the order they are created if new ones are that exceed your maximum are created while they still exist. You may choose to dispel an animation at any time. Animations are capable of following your instructions. At 2nd level, If you give them a list of things to do you are limited to three things, and you should remember that unless the last of the three instructions is to return and wait for more instructions, it will get lost after finishing your directions. Outside of battle, it will follow you within five feet and wait for instructions.

Command Words[edit]

At 2nd level, you know the Command Words “Move,” “Wait,” “Attack,” and “Return”.

Glass Animation[edit]

Animations that are not given specific commands to return to your side will wander, usually portraying characteristics of the being the Animation was based off of. Animations will “Die” by freezing in place after 9 Hours of this unless specifically told to wait. You can reconnect to your animation before this happens by touching it and it will return to your side.

Glass Beasts use the stat block shown below.


GLASS BEAST Medium construct

Armor Class 15 (natural armor)

Hit Points 2 + your Intelligence modifier + five times your character level (the Beast has a number of Hit Dice [d8s] equal to your Character level)

Speed 40 ft.

STR 14 (+2) DEX 12 (+1) CON 14 (+2) INT 4 (-3) WIS 10 (+0) CHA 6 (-2) Saving Throws Dex +1 plus PB, Con +2 plus PB

Skills Athletics +2 plus PB, Perception +0 plus PB × 2

Damage Immunities poison

Condition Immunities charmed, exhaustion, poisoned

Senses Darkvision 60 ft., passive Perception 10 + (PB × 2)

Languages Understands the languages you speak

Challenge — Proficiency Bonus (PB) equals your bonus

Vigilant - The defender can’t be surprised.

Actions

Force-Empowered Rend: Melee Weapon Attack- your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d8 + PB force damage.

Reaction

Deflect Attack. The Beast imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it.

Glass Specialist[edit]

At 3rd level, you chose a specialization. Choose between Master Animator and Glass Duelist, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, 14th, 18th, and 20th.

Master Animator
Glass Duelist

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. You may choose to forgo increasing ability scores and instead gain a feat of your choice.

Improved Animating & Command Words[edit]

At 5th Level, your animations can now follow up to five commands, Including the new command words “Protect” and “Follow.”

Confident Animator & Command Words[edit]

At 7th level, your normal size for an animation is now medium. You also know the new command words “Hunt,” and “Sneak.”

Infused Glass Weaving[edit]

At 9th level, you have now learned to claim your own glass exclusively as your own. During a short or long rest you may infuse a number of pounds of glass equal to your proficiency bonus times ten with trace amounts of your blood. The glass takes on a slight tinge of red and can be recalled from a distance, so long as it is within sight. Infused glass cannot be controlled by another Glass Weaver, and gives you advantage on attacks against other Glass Weavers.

Recall Animation[edit]

At 9th level, you can use a bonus action to recall an animation of your creation, so long as it is created with infused glass, and is within 9 miles.

Command Word[edit]

At 9th level you learn the Command words “Obey” and “Intimidate.” The “Obey” command allows other characters to give commands to the Glass Beast. The “Intimidate” command forces up to three targets within 30 feet of the Glass Beast to make a saving throw at disadvantage. The DC for this throw is the Glass Beast’s Strength modifier + its proficiency bonus.

Battlefield Animator[edit]

At 11th level, your skill with animation has vastly improved. You are capable of creating animations that take whatever form you wish, so long as their size is no larger than medium. Animations that do not echo simple creatures count as two animations towards your count. Your animation’s dormant state also lasts for 9 days now.

Expanding Glass[edit]

At 11th level, with your incredible Glass Weaving skill, you can pack enough glass to make up to a large inanimate object into a one pound glass sphere. As an action you may mentally trigger the sphere to expand into a predetermined large shape.

Command Word[edit]

At 11th level, you learn the new Command word “Report.” After you send a Glass Beast out and it returns to you, it can telepathically communicate what it has seen and heard directly into your mind when you use this Command word.

Increased Range[edit]

At 13th level, your Command Glass range is now 120 feet.

In order to reach this level or beyond, you cannot have a chaotic alignment.

Glass Grenade[edit]

At 15th level, as an action, you may cause an object of glass you control weighing at least one pound to explode into razor sharp shards. Everything within 15 feet of the object takes 1 d8 piercing damage per pound of glass.

Illusory Wall[edit]

At level 17, using the natural refractory abilities of glass, you may take ten minutes and 100 pounds of glass to create a 30 foot square area that is surrounded by glass walls that reflect the nearby surroundings. The walls are ten feet tall and there is a ceiling. You may also choose to simply make a thirty foot wall. Creatures within the structure can see out, but cannot be seen from the outside. Discovering the structure or wall requires a DC 20 active Perception check. The Glass is incredibly thin. It has an armor class of 5 and has 1 hit point, unless you choose to concentrate on it. When you are actively concentrating on the Illusory Structure it has an AC of 15, and has 50 Hit Points.

Glass Duelist[edit]

You have decided to focus your Glass Weaving on the combat focused abilities granted by your Command Glass ability. Your focus on this aspect unlocks much higher mastery over the battlefield and allows you to attack multiple times.

Improved Command Glass

At 3rd level, you can now command an amount of glass weighing up to a number of pounds equal to your proficiency bonus to return to your hand after being catapulted.

Multi Attack

At 6th level, when you choose attack as your action you may make two attacks instead of one.

Extra Attack

At 10th level, as a bonus action you may make another Command Glass attack.

Glass Boots

At 10th level, you may spend a short rest attaching glass rings to your ankles. Using your innate Glass Weaving abilities, you increase your speed by 10 while wearing them.

Expert Strike

At 14th level, your control over offensive glass has become a thing of legend. When you use your Command Glass action to attack and hit an enemy you may either choose to make a second attack with the attack range centered on yourself, or on the enemy you just hit. You can only do this once per turn, or for free when you make a critical hit.

Levitating Glass

At 18th Level, you may use a Command Glass action on at least 10 pounds of glass to create a sheet that you and one other medium creature can stand on comfortably. When you use the Command Glass on the sheet, you have a flying speed of 200 feet. When you take damage while on Levitating Glass, make a concentration saving throw, where the DC is the amount of damage taken. On a fail, Levitating glass fails as well and you all fall to the ground.

Master Strike

At 20th level, when you use your Expert strike ability, so long as you successfully hit an enemy, you may continue that attack until you miss once per turn, or for free on a critical hit.

Master Animator[edit]

Herd Animator

At 3rd Level and every level beyond, your maximum amount of simple animations is equal to your proficiency bonus times two.

Terrifying Animation

At 6th Level, you can make any animation you own a size larger by hollowing out its insides. Doing so lowers its constitution score and AC by 2 each, but increases its strength score by four and gives it advantage on intimidation rolls.

Animated Suit

At 10th Level, you may enter a Terrifying Animation that is a size larger than you and control it from the inside. Doing so adds 4 to your Strength, Constitution, and AC. You can only make any attacks the Animation could make while you are inside.

Monster Animator

At 14th Level, you can spend a day to create a Large animation (10 to almost 20 feet.) Simple Large animations cost 5 animation slots, and Complex Large animations cost 10 slots.

Large animations use the following Stat Block



Large Animation Large Construct

Armor Class 15 (natural armor)

Hit Points 84 (8d10 + 40)

Speed 30 ft.

STR 18(+4) DEX 13(+1) CON 20(+5) INT 7(−2) WIS 9(−1) CHA 7(−2)

Skills Perception +2

Damage Vulnerabilities Fire

Senses Blindsight 60 ft., passive Perception 12

Languages Anything you speak

Challenge 5 (1,800 XP)

Regeneration The Animation regains 1 d10 hit points at the start of its turn. If the Animation takes fire damage, this trait doesn’t function at the start of the troll’s next turn. The Animation dies only if it starts its turn with 0 hit points and doesn’t regenerate.

Actions

Multiattack. The Animation makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Giant Animator

At 18th Level, you can create Huge Animations (20 to 30 feet.) Simple Huge animations cost 10 animation slots, and Complex Huge animations cost 15.

Huge animations use the following Stat Block



HUGE ANIMATION Huge Construct

Armor Class 16 (natural armor)

Hit Points 138 (12d12 + 60) Speed 30 ft.

STR 23(+6) DEX 8(−1) CON 21(+5) INT 12(+1) WIS 16(+3) CHA 12(+1)

Damage Immunities Psychic, Necrotic

Damage Resistances Radiant

Damage Vulnerabilities Fire

Senses Blindsight 60 feet, passive Perception 13

Languages Anything you Speak

Challenge 9 (5,000 XP)

Siege Monster The Animation deals double damage to objects and structures.

Actions

Multiattack: The Animation makes two slam attacks.

Slam: Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage.

Rock: Ranged Weapon Attack: +10 to hit, range 60/180 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.

Absorb Animation (1/Day). The Animation can absorb another Glass Beast that it can touch into itself and heal itself equal to the amount of hit points the absorbed Glass Beast had.

Animating Savant

At 20th Level, you are capable of creating medium sized Sentient Animations with a fully fledged personality, voice, and sense of self from infused glass. You decide whether it is required to follow your orders or if it is a free spirit. Sentient animations are usually humanoid, but aren’t required to be. Every Sentient Animation costs 30 Animation slots. Sentient Animations have their own character sheet, and have a class that you decide starting at level 6, so long as it is not a magic casting class. Sentient Animations cannot cast spells, but they are resistant to spells by nature of their glass bodies.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the glass weaver class, you must meet these prerequisites:

Proficiencies. When you multiclass into the glass weaver class, you gain the following proficiencies:

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