Glassworking Artificers 1.A

by Databank

Search GM Binder Visit User Profile

Glassworking Specilists 1.A

Alchemist

Introduced in Tasha's Cauldron of Everything, the Alchemist is an expert at combining reagents to produce mystical effects. Here are some additions to make the subclass stick out more in your world. If a change is similar but doesn't include a new feat, it will be highlighted in black.

Tool Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with alchemist's supplies. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Alchemist Spells

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

Alchemist Spells
Alchemist Level Alchemist Spells
3rd Healing Word, Silvery Barbs
5th Wither and Bloom, Prayer of Healing
9th Gaseous Form, Mass Healing Word
13th Blight, Death Ward
15th Mass Cure Wounds, Raise Dead

Experimental Elixir

Beginning at 3rd level, whenever you finish a long rest, you can magically produce an experimental elixir by tinkering with your alchemist's supplies for 1 minute. Roll on the Experimental Elixir table relevant to your Artificer level to determine the elixir's effect, which is triggered when someone drinks the elixir. As an action, a creature can drink the elixir or administer it to an incapacitated creature.

You can create additional experimental elixirs by expending a spell slot of 1st level or higher for each one. When you do so, you tinker with your alchemist's supplies for 1 minute per spell level spent. This is treated as a casting time. When you expend a slot 2nd level or higher you may roll twice on the 3rd Level Experimental Elixir or once on the 6th Level Experimental Elixir (given you are high enough level). When you roll multiple times, you may choose which effect from what you rolled. This ability continues, with the dice amount or level cast being increased with each level spell slot, limit of 5th. So a 5th level spell slot can roll 5 times on the 3rd Level Experimental Elixir or twice on the 14th Level Experimental Elixir.

Creating an experimental elixir requires you to have alchemist supplies on your person, and any elixir you create with this feature lasts until it is drunk or until the end of your next long rest.

When you reach certain levels in this class, you can make more elixirs at the end of a long rest: two at 6th level and three at 15th level. Roll for each elixir's effect separately. Each elixir requires its own flask and is rolled at highest level.

3rd Level Experimental Elixir
d6 Effect
1 Healing. The drinker regains a number of hit points equal to 2d4 + your Intelligence Modifier.
2 Swiftness. The drinker's walking speed increases by 10 feet for 1 hour.
3 Resilience. The drinker gains a +1 bonus to AC for 10 minutes.
4 Boldness. The drinker can roll a d4 and add the number rolled to every attack roll and saving throw they make for the next minute.
5 Flight. The drinker gains a flying speed of 10 feet for 10 minutes.
6 Transformation. The drinker's body is transformed as if by the Alter Self spell. The drinker determines the transformation caused by the spell, the effects of which last for 10 minutes.
6th level Experimental Elixir
d8 Effect
1 Spicy. The drinker can, as a bonus action, breathe out a magical attack in a 15 foot cone, dealing 3d6 acid, cold, fire, lightning, or poison damage. This ability fades if not used within 1 minute. You choose the damage type when the elixir is created.
2 Tenacious. The drinker cannot be charmed, frightened, or possessed for 1 minute. If the drinker is charmed, frightened, or possessed, they gain advantage.
3 Legs. The drinker's jump distance is tripled for the next minute.
4 Buffed. The drinker gains 1d4 + your Intelligence Modifier temp HP at the start of its turn every round for the next minute.
5 Claws. The drinker's unarmed strikes now use a d6 for damage.
6 Traction. The drinker's gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The drinker also gains a climbing speed equal to its walking speed.
7 Keeness. The drinker's critical range increases by 1 for 1 hour.
8 Eyed. The drinker gains darkvision within 10 feet and can see into the Ethereal Plane within 10 feet of themselves for the next minute.
Art by Mervyn Peake | The Glassblower
10th Level Experimental Elixir
d10 Effect
1 Enhanced. The drinker has advantage on saving throws and checks for an Ability Score for the next 10 minutes. The Ability Score is determined randomly when the elixir is created.
2 Ascendance. The drinker gains a hover speed equal to their walking or flying speed.
3 Sight. The drinker gains the benefits of Detect Magic for the next 10 minutes.
4 Icy. The drinker breathes out their icy breath casts Fog Cloud centered on themself (as part of drinking). When a creature starts its turn fog's area it takes 2d4 cold damage. The drinker is immune to these effects. The fog lasts for 1 minute or until a wind disperses it.
5 Health. The drinker regains a number of hit points equal to 4d4 + your Intelligence Modifier.
6 Swift. For the next minute, the drinker doubles its speed, gains a +2 bonus to AC, and has advantage on Dexterity saving throws.
7 Vampirism. The drinker regains a 1d4 of hit points for each successful melee attack for the next minute.
8 Perfumed. Humanoids within 10 feet of the drinker must make a Wisdom save against your save DC or be under the effects of Charm Person as cast by the drinker.
9 Ringing. The drinker understands the literal meaning of any spoken language that they hear for 1 hour.
0 Premonition. The drinker receives an omen about the results of a specific course of action that they plan to take within the next 30 minutes. This premonition follows the rules of Augury.
14th Level Experimental Elixir
d12 Effect
1 Visions. The drinker gains 30 feet of darkvision, or additional darkvision if they already have darkvision. They can see into the Ethereal Plane within 15 feet and gains the benefits of Detect Magic for 1 hour.
2 Enhancement. The drinker gains a +2 to an Ability Score and Ability Score Maximum, for the next 10 minutes. You choose the Ability Score when the elixir is created.
3 Deathless. Within the next 24 hours, if the drinker is reduced to 0 hit points, but not killed outright, the drinker may drop to 1 hit point instead. This may be used once.
4 Mutagen. The drinker gains a d4 to damage dealt with unarmed strikes for the next minute.
5 Rejuvenated. The drinker regains a number of hit points equal to 10d4 + your Intelligence Modifier. If the creature has died within the last hour, it returns to life with 1 hit point instead.
d12 Effect
6 Fly. The drinker gains a flying speed of 60 feet for the next 10 minutes.
7 Impenetrable. The drinker becomes resistant to all damage and immune to one type of damage for the next hour. You choose the immunity when the elixer is created.
8 Awareness. The drinker gains advantage on Wisdom(Perception) checks and their passive perception increases by +5 for the next 8 hours.
9 Enlarge. The drinker gains the Enlarge property from the spell Enlarge/Reduce for the next hour.
10 Vitality The drinker regains 1d4 hp at the beginning of every turn for the next 10 minutes.
11 Polyjuice. The drinker's body is transformed as if by the Alter Self spell. The drinker determines the transformation caused by the spell. The change is permanent.
12 Solvency. This elixir may be mixed with another elixir. The resulting mixture contains all effects and keeps its potency for 1 year or until another mixture with Solvency is created.

Infused Elixirs

5th level Alchemist Artificer feature, which replaces Alchemical Savant feature


Beginning at 5th level, you may use infusion slots to create an Infused Elixir. After a long rest, you expend an infusion slot when making an Experimental Elixir. When you do so you treat the infusion slot as the highest level spell slot you currently have access to.

If you roll multiple times on that an Experimental Elixir table, the resulting Infused Elixir gains all effects rolled. If you roll multiple times for an instantaneous effect (like healing), you gain a benefit from each roll. The you roll multiple times for a effect that lasts for a duration, the duration is doubled.

At 9th level, you can infuse an item when create an Infused Elixir. That item remains mundane until the Infused Elixir is drank, at which point it gains the magical infusion you gave it. You may only have a number of items infused like this equal to half your Proficiency Modifier rounded up.

Restorative Reagents

Starting at 9th level, you can incorporate restorative reagents into some of your works:

  • Whenever a creature drinks an Experimental Elixir, you may cast spells as though you were at the drinker's location until the end of their next turn.
  • You can create potions of Lesser Restoration after a long rest, provided you use alchemist's supplies. You you have a number equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Chemical Mastery

By 15th level, you have been exposed to so many chemicals that they pose little risk to you, and you can use them to quickly end certain ailments:

  • You gain resistance to acid damage and poison damage, and you are now immune to the poisoned condition.
  • A potion you carry can be used to apply the spell Greater Restoration or Heal without expending a spell slot. As a bonus action, you swish the bottle and it gains the properties of one of the spells. Once you cast either spell with this feature, you can't cast that spell with it again until you finish a long rest.

Gaffer

While the Alchemist produces effects for ingestion, the Gaffer takes a more combative role in the world, using their vials and magic to fight.

Tool Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with glassblower tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice. At 9th level, you get proficiency with Herbalism or Poisoner's Kit.

Glassblower Spells

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

Alchemist Spells
Alchemist Level Alchemist Spells
3rd Bless, Ray of Sickness
5th Hold Person, Melf's Acid Arrow
9th Slow, Vampiric Touch
13th Blight, Vitriolic Sphere
15th Cone of Cold, Conjure Volley

Glasshewen

Beginning at 3rd level, whenever you finish a long rest, you can produce a Splash Potion by tinkering with your glassblower tools for 1 minute using 5 gp worth of material. The splash potion is a simple thrown weapon with the finesse property that deals 1d4 piercing damage upon a hit.

You may, at the end of a long rest, cast a spell into a Splash Potion, as long as that spell requires an spell attack roll and has a duration of instantaneous. If you would choose information about the spell during the casting, such as damage type, it is chosen now. These potions keep their spell until used or the end of your next long rest.

You can throw a Spash Pottion as part of an attack action. Upon a successful hit, the potion breaks open all creatures in a 10 foot radius are subjected to the effects of the spell stored in the Splash Potion, as though they had been hit by a successful spell attack. The DM might allow a potion to break even if it misses, given the conditions. If so the potion bounces in a random direction, determined by a d8.

Alchemical Savant

At 5th level, you've developed masterful command of magical chemicals, enhancing the damage you create through them. Whenever you cast a spell using your glassblower tools as the spellcasting focus, you gain a bonus to one roll of the spell. That roll deal acid, fire, necrotic, or poison damage, and the bonus equals your Intelligence modifier (minimum of +1). The radius of your Splash Potion increases to 15 feet.

Lingering Potion

At 9th level, your skill increases the power and potency of your attacks.

The radius of your Splash Potion increases to 20 feet.

You may, whenever you finish a long rest, expend an infusion and 25 gp to make a Lingering Potion. A Lingering Potion is like a Splash Potion, but you can cast any spell you know that has a duration of up to an hour into it. You do not burn a spell slot when doing so, however it must be cast at a level you have access to. When broken the Lingering Potion fills a 20 foot radius which lasts the entire duration. If the duration is instantaneous, the potion lasts for 1 minute. At the beginning of a round, if a creature starts its turn in the radius, it gains, takes damage from, or makes a saving throw against the effects of the spell.

At 15th level, you can infuse an item when create an Infused Elixir. That item remains mundane until the Lingering Potion is broken, at which point it gains the magical infusion you gave it. You may only have a number of items infused like this equal to half your Proficiency Modifier rounded up.

Gaffer Legend

At 15th level, your the calluses from your work with glass are so thick you rarely experience pain from your work.

  • You gain resistance to piercing and slashing damage. The time and price to make any potion, Splash Potion or Lingering Potion is halved.
  • The radius of your Splash Potion and Lingering Potion increases to 30 feet.