Mastery: Glassblowing

by flancois

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Mastery Path: Glassblower's Tools v0.1

Did you ever hear the tragedy of Darth Plagueis The Wise? I thought not. It's not a story the Jedi would tell you. It's a Sith legend. Darth Plagueis was a Dark Lord of the Sith, so powerful and so wise he could use the Force to influence the midichlorians to create life… He had such a knowledge of the dark side that he could even keep the ones he cared about from dying. The dark side of the Force is a pathway to many abilities some consider to be unnatural. He became so powerful… the only thing he was afraid of was losing his power, which eventually, of course, he did. Unfortunately, he taught his apprentice everything he knew, then his apprentice killed him in his sleep. Ironic. He could save others from death, but not himself.


This is playtest material for the Myrias campaign setting.


This material is categorized under the homebrew mechanics for Masteries. Note that almost all of this information is subject to change. Effects, prices, difficulty classes can change in future revisions. Updates are generally not retroactive unless specifically stated otherwise.

Becoming a Glassblower

Upon taking this Mastery at Tier 1, you gain proficiency in glassblower's tools, if you don't already have it. At the end of every mission, you may explain to the Dungeon Master that you mean to start crafting. You may choose from the list of projects you can pursue in this document and spend the needed materials in order to make it. You will then make an Intelligence or Charisma-based Galssblower's Tools check to see if the job was a success.

Furthering Your Mastery

When increasing your Mastery Tier in glassblowing, you gain a point that you may use to redeem a Mastery Feat or raise the level of one. These increases also add to the kinds of upgrades you may apply to your charms.

Upgrade Limits

Items crafted through this Mastery can hold a total of 3 upgrades: 2 tier 2, and 1 tier 3. Any higher tier upgrade slot can be used to confer a lower tier upgrade (such as a charm having 3 tier 2 upgrades).


When a charm is fully upgraded, the crafter can ask for a hook from the Dungeon Masters to confer a final, capstone upgrade for the concerned charm. This final upgrade may require a considerable gp investment, a level requirement, or something else entirely.

When an ability requires a creature to make a saving throw, the save DC is equal to 8+ proficiency+ the charm's indicated spellcasting ability.

Failing a crafting check

If at any point a crafting check fails, gold spent in the crafting project is lost.

Equipping Charms

All charms require attunement in order to benefit from. On top of this, there are level requirements in order to take advantage off higher-tier equipment.

Charm Upgrades Level Requirement
0 1
2 5
3 9

Mastery Feats

Lucky Charm

When crafting a charm, a natural 20 crafting check allows one additional level 1 upgrade. Further leveling this feat increases the upgrade's level as well as increases the success threshold.

Lucky Charm Level Threshold Bonus Upgrade slot level
1 20 Level 2
2 19-20 Level 2
3 18-20 Level 3

Intricate Craft

Add +2 to your Mastery craft checks on a specific type of charm. Further levels in this feat can be used to increase the bonus to the same type of charm, or can be conferred to another charm entirely.

Glamourcraft

Mastery crafting sessions can be used to make items for sale. Make a crafting check, you gain gp equal to 5 times the result. multiplier increases by 5 for every point added.

Glamourcraft Level Gold Result Multiplier
1 5
2 10
3 15

Spellfused Glass

When crafting a charm, you may increase the crafting DC and gold cost, and the resulting charm becomes a spellfocus that has a bonus to spell attacks. Further leveling this feat adds the option for +2 and +3 crafts.

Spellfused Glass Level Crafting DC Gold Cost Spell Attack Bonus
1 +5 +100 +1
2 +8 +250 +2
3 +10 +300 +3

Tier 1: Humble Beginnings

Charms

The following charms can be crafted and upgraded by this discipline

These have a crafting DC of 12 for 100gp

Phoenix: Rise from the Ashes

Spellcasting Ability: Wisdom
Rise from the Ashes. When you are reduced to 0 Hit Points but not killed outright, you can drop to 1 hit point instead. You can’t use this property again until you finish a Long Rest.

Boar: Fury

Spellcasting Ability: Constitution
Fury. You build Fury in battle. Your Fury begins at 0, and has a maximum value of 6.


Building Fury. Your Fury increases by 1 whenever you are dealt damage by a hostile creature. You can also use your bonus action to increase your Fury by 1 if you are in combat with a hostile creature within 60 feet. Your Fury is reduced to 0 when not currently in combat for one minute.


Unleashing Fury. When dealt damage by a hostile creature, you may use a reaction to roll 1d6. If the result is equal to or less than your Fury, you may make a melee weapon attack against that enemy. Making this attack reduces your Fury to 0.

Faerie Dragon: Mischievous Malediction

Spellcasting Ability: Charisma
Mischievous Malediction. When using a spell slot of level 2 or higher, you may use a Bonus Action to roll a 1d4. On a 1, you may gain the desired effect of the spell with a spellslot of 1 level lower instead, if available. You can't use this property again until you finish a short or long rest, regardless of the die result.

Turtle: Sorcerous Shell

Spellcasting Ability: Constitution
Bolstered Defense. When casting a spell that deals acid, cold, fire, lightning, or thunder damage, this charm gains a charge, up to a maximum of 10. Charges are represented as a barrier that forms over your body. Charges are lost one minute after combat ends.


Baleful Aegis. When you cast a spell that deals acid, cold, fire, lightning, or thunder damage, you may deal additional damage equal to the number of charges your Bolstered Defense has, up to a maximum of 5. This feature does not work while you have no charges of Bolstered Defense.

Garmr: Bared Teeth

Spellcasting Ability: Weapon Attack Ability
After hitting with a melee weapon attack, you may use a bonus action to spawn an incorporeal wolf's fang that hovers around you for the duration of the combat, to a maximum of 10. Your weapon attacks deal an additional 1 damage for every fang around you, up to a limit of 5 damage.

Tier 2: Furthered Mastery

Phoenix

Wildfire

Upgrade DC: 15
Cost: 600gp
Effect: While at 1 hit point and 0 temporary hit points, your attacks are rolled with advantage.

Phoenix Resilience

Upgrade DC: 15
Cost: 900gp
Effect: When Rise from the Ashes activates, roll hit dice equal to half your level. You gain the result as temporary Hit Points. This feature does not expend hit dice.

Blaze Shelter

Prerequisite: Phoenix Resilience
Upgrade DC: 17
Cost: 1200gp
Effect: When Rise from the Ashes activates, you can roll hit dice equal to half your level. You can distribute the result among creatures within 30ft of you as temporary HP. This feature does not expend hit dice.

Phoenix Screech

Upgrade DC: 17
Cost: 450gp
Effect: A creature that triggers your Rise from the Ashes must succeed on a Wisdow Saving Throw or be Frightened of you. The creature can make this saving throw again at the end of its turns to end this effect.

Reposition

Upgrade DC: 15
Cost: 400gp
Effect: When the Rise from the Ashes activates, you can immediately move up to your speed in any direction without incurring opportunity attacks.

Boar

Berserker's Strike

Upgrade DC: 15
Cost: 350gp
Effect: When your Fury attack activates, you can add your current Fury to the attack's attack and damage rolls.

Thick Skin

Upgrade DC: 17
Cost: 800gp
Effect: Instead of attacking, reduce the damage you take by 5 times your current Fury. This resets your current fury to 0.

Gore

Upgrade DC: 17
Cost: 300gp
Effect: As part of this ability, you can now move up to your speed towards the attacking enemy. Moving in this way does not incur opportunity attacks.

Precise Strike

Upgrade DC: 16
Cost: 500gp
Effect: The attack made by this ability is made with advantage.

Adrenaline Rush

Upgrade DC: 18
Cost: 700gp
Effect: When your Fury attack hits, your Fury is lowered by half (Rounded down) instead of being reduced to 0.

Faerie Dragon

Thorough Casting

Upgrade DC: 17
Cost: 800gp
Effect: If the result of Mischievous Malediction is 2, the Save DC of the ability increases by 2 if it has one.

Altered Elements

Upgrade DC: 17
Cost: 600gp
Effect: If the result of Mischievous Malediction is 3, your triggering ability you cast grants you immunity to one of the spell's damage types (your choice) for the next minute. This effect ends early if you are unconscious or incapacitated.

Savage Sortilege

Upgrade DC: 17
Cost: 1000gp
Effect: If the result of Mischievous Malediction is 3, your ability is cast at one level greater, if it can be cast at a higher level, without having to spend a higher levelled spellslot. This cannot increase the level of the spell higher than 9th.

Rejuvenative Spell

Upgrade DC: 17
Cost: 800gp
Effect: If if the result of Mischievous Malediction is 4, you gain temporary hit points equal to the Spell's level*(Spellcasting ability modifier-1)

Forceful Magic

Upgrade DC: 17
Cost: 600gp
Effect: If the result of Mischievous Malediction is 2, choose one of the targets of your spell. They are knocked prone if they fail an associated saving throw or your spell attack hits them and they incur damage.

Latent Power

Upgrade DC: 18
Cost: 400gp
Effect: When you activate Mischievous Malediction and the die result has no effect, you may choose to disregard this result and roll again. You may do this a number of times equal to half your proficiency bonus (rounded up). You regain expended uses of this feature when you complete a long rest.

Thwart Magic

Upgrade DC: 17
Cost: 300gp
Effect: As a reaction to seeing a creature within 60 feet of you casting a spell, you may activate Mischievous Malediction. If the result is 3, you are able to cast Counterspell at a level equal to your spellcasting modifier (minimum 3).

Turtle

Piercing Spell

Upgrade DC: 15
Cost: 600gp
Effect: When you use Baleful Aegis, you may expend 5 charges from your Bolstered Defense to have your spell ignore any resistance to damage that isn't from the Absorb Elements, Protection from Energy, or Primordial Ward spells.

Overcharge

Upgrade DC: 16
Cost: 200gp
Effect: You can use an action to double the charges of your Bolstered Defense, up to a maximum of 15.

Preemptive Defense

Upgrade DC: 18
Cost: 300gp
Effect: When you roll for initiative at the start of combat, your Bolstered Defense starts with charges equal to your initiative modifier.

Residual Hoarding

Upgrade DC: 17
Cost: 300gp
Effect: Bolstered Defense gains charges when creatures within 60ft. of you cast spells at deal acid, cold, fire, lightning, or thunder damage.

Elemental Attunement

Upgrade DC: 18
Cost: 200gp
Effect: When you roll initiative, designate an element. Spells cast with that element produce two charges for Bolstered Defense.

Mana Barrier

Upgrade DC: 17
Cost: 300gp
Effect: As an action, you can consume X charges to grant X*2 temporary hit points to a creature in 30ft. of you.

Temper Velocity

Upgrade DC: 16
Cost: 150gp
Effect: Consume 3 charges to double the range of a spell cast through Baleful Aegis.

Shell

Upgrade DC: 17
Cost: 350gp
Effect: When you make a Wisdom, Intelligence, or Charisma saving throw, you can use your reaction to expend any number of charges from your Bolstered Defense. You gain a bonus to your saving throw equal to the number of charges spent.

Garmr

Incision

Upgrade DC: 17
Cost: 300gp
Effect: When you hit a creature with an attack on your turn, you can use a bonus action and expend 2 wolf fangs to reduce the target's AC by 1 until combat ends.

Crimson Vitality

Upgrade DC: 18
Cost: 400gp
Effect: Consuming wolf fangs for other skills heal you 2HP per fang spent. You may also use an action to consume wolf fangs and heal 5HP per fang.

Innumerable Incisors

Upgrade DC: 17
Cost: 300gp
Effect: Bared Teeth adds 3 fangs instead of 1

Deciduous Strikes

Upgrade DC: 16
Cost: 150gp
Effect: Bared Teeth can deal up to 10 damage instead of 5.

Enervate

Upgrade DC: 16
Cost: 200gp
Effect: When activating Bared Teeth, you may consume one wolf fang to reduce the target creature's attack rolls that rely on Strength by 1 until combat ends

Debilitating Strike

Upgrade DC: 20
Cost: 350gp
Effect: When you hit a Large or smaller creature with an opportunity attack, you can expend 5 fangs to reduce the target's speed to 0 for the rest of that turn, stopping any movement the target may have been taking.

Unmatched Momentum

Upgrade DC: 18
Cost: 350gp
Effect: When hitting a creature with an attack, you may expend 3 fangs as a Bonus Action. The creature must succeed on a Strength Saving Throw or be knocked prone.

Pointed Parry

Upgrade DC: 17
Cost: 300gp
Effect: As a reaction to being hit, you may consume a number of fangs and reduce the attack roll of the triggering creature by that amount.

Tier 3: Mastercrafter

Phoenix

Visage of the Phoenix

Prerequisite: Phoenix Resilience
Upgrade DC: 20
Cost: 3500gp
Effect: When Rise from the Ashes activates, you gain temporary Hit Points equal to your maximum Hit Points.

Rebuke of the Phoenix

Prerequisite: Phoenix Resilience
Upgrade DC: 18
Cost: 2000gp
Effect: If a creature hits you with a melee attack while you have temporary hit points granted from Phoenix Resilience, the creature takes fire damage equal to half your Constitution Score.

Phoenix Howl

Prerequisite: Phoenix Screech
Upgrade DC: 20
Cost: 800gp
Effect: Creatures hostile to you that can see you suffer from the effects of Phoenix Screech as well.

Cradle of the Phoenix

Upgrade DC: 22
Cost: 1800gp
Effect: You may use Rise from the Ashes and all associated effects as a reaction to a creature within 30ft from you that you can see dropping to 0 hit points.

Boar

Indomitable Build

Prerequisite: Thick Skin
Upgrade DC: 20
Cost: 2000gp
Effect: Instead of attacking, reduce the damage you take by 10 times your current Fury.

Wrought Earth

Upgrade DC: 18
Cost: 1200gp
Effect: Instead of attacking, cast earth tremor at a level equal to your current Fury.

Fatal Blow

Upgrade DC: 22
Cost: 1500gp
Effect: When your Fury attack hits, you may decide to turn it into a critical hit. You regain the use of this feature after completing a long rest.

Furious Precision

Prerequisite: Thick Skin
Upgrade DC: 16
Cost: 1500gp
Effect: Instead of rolling 1d6, you roll 1d4 instead.

Faerie Dragon

Whim of the Faerie Dragon

Upgrade DC: 22
Cost: 1500gp
Effect: You can activate this charm as an action, target a creature, and spend up to a third level spell slot. Roll d4's equal to the numbered spell slot used+1. Each number on the d4 corresponds to a spell that will be cast. Resolve each result on the targeted creature in the order that they are rolled, as if you're casting them separately. If this ability is used, Mischievous Malediction is disabled until you complete a long rest.

Result Effect
1 Chromatic Orb
2 Ice Knife
3 Guiding Bolt
4 Melf's Acid Arrow

Synchronicity

Upgrade DC: 20
Cost: 2200gp
Effect: When you activate Mischievous Malediction, you can choose the result of the die instead of rolling. You regain the use of this feature when you finish a short rest.

Enraged Malediction

Upgrade DC: 20
Cost: 1800gp
Effect: When you activate Mischievous Malediction, you can roll 3d4 instead of 1 and activate 2 of the results. You regain the use of this feature when you finish a long rest.

Turtle

Vorpal Casting

Prerequisite: Piercing Spell
Upgrade DC: 19
Cost: 1000gp
Effect: When you use Baleful Aegis, you may expend 10 charges from your Bolstered Defense to have your spell ignore any resistance or immunity to damage that isn't from the primordial ward spell.

Reserve Power

Upgrade DC: 20
Cost: 1200gp
Effect: Bolstered Defense's charge limit increases to 20. When a spell fails, misses, or when a spell your cast is counterspelled, consume 20 charges as a reaction to regain the used spellslot.

Arcane Hull

Prerequisite: Shell
Upgrade DC: 20
Cost: 2200gp
Effect: If the total value of your saving throw is 30 or higher, you automatically pass on the saving throw, and you are immune to any damage and adverse effects brought on by the saving throw, as if the spell was not cast on you.

Garmr

Strength of the Pack

Upgrade DC: 20
Cost: 1200gp
Effect: Consume 3 wolf fangs as a Bonus Action for your next attack roll to be at an advantage.

Vicious Maw

Upgrade DC: 20
Cost: 1200gp
Effect: Consume 10 wolf fangs as a Bonus Action to empower your next attack roll. If this attack hits, it is a critical hit.

Houndsense

Upgrade DC: 20
Cost: 1200gp
Effect: While you have 10 wolf fangs, your Passive Perception increases by 5, you have advantage on Dexterity (Acrobatics) checks, and you have advantage on perception checks that rely on smell.

Changelog

4 March 2021

Prices were upped to better reflect the power vested into charms.

Phoenix
  • Wildfire price increased from 350 to 600
  • Phoenix Resilience price increased from 450 to 900
  • Blaze Shelter price increased from 500 to 1200
  • Visage of the Phoenix price increased from 1500 to 3500
Boar
  • Thick Skin price increased from 450 to 800
  • Adrenaline Rush price increased from 400 to 700
Faerie Dragon
  • Thorough Casting price increased from 300 to 800
  • Altered Elements price increased from 300 to 600
  • Savage Sortilege price increased from 300 to 1000
  • Rejuvenative Spell price increased from 300 to 800
  • Forceful Magic price increased from 300 to 600
  • Thwart Magic price increased from 300 to 600
  • Sapping Arcanum has been removed.
  • Synchronicity and Enraged Malediction added.
Turtle
  • Piercing Spell price increased from 200 to 600
  • Preemptive Defense price increased from 300 to 400
  • Residual Hoarding price increased from 300 to 800
  • Elemental Attunement price increased from 200 to 400
  • Mana Barrier price increased from 300 to 600
  • Shell price increased from 350 to 800
  • Arcane Hull price increased from 1200 to 2200
Garmr
  • Innumerable Incisors price increased from 300 to 800
  • Deciduous Strikes price increased from 150 to 300
  • Debilitating Strike price increased from 350 to 500
  • Strength of the Pack price increased from 1200 to 1500
  • Vicious Maw price increased from 1200 to 1800

Changelog

4 April 2021

  • Added level requirements for equipping Charms
 

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