Living Jar

Living Jars are craftsmen who specializes in the enchantment of jars. Being able to produce effects like no other, they are usually engaged by Kings and Generals for bombmaking, work as arsonists or travelers who uses this mysterious and very unique magic to aid them during their adventures.

### Living Jar Spells

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

Living Jar Spells
 5th
 9th
 13th
 17th

### Tool Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with alchemist's supplies and Mason's Tools. If you are already proficient in either of these tools, you gain expertise in their usage.

### Jar Enchanter

Beginning at 3d level, after a few years experimenting, you are now able to create magical pots, empty pots that somehow mends itself when broken. You gain access to a list of alchemical enchanted pots. At the end of a long rest, you can enchant a number of Throwing Pots equal to your proficiency bonus. Also, when finishing a short rest you can create additional Throwing Pots by expending a spell slot of 1st level or higher for each one.
The Pots have these following features :

* Each pots weighs 5 pounds.
* The throwing pots have a range of 30 feet.
* They have an area of 5-foot radius, unless specified otherwise in the description of a specific Pot.
* The DC for your Throwing Pots is equal to your spellcasting DC.

### Pot Launcher

At 5th level, you invent a new contraption. During a long rest, you may build an arm mounted launcher provided you have enough wood, metal, rope and leather for a total worth of 10 gold pieces. You may use this launcher to add an extra 30 feet to your Throwing Pots. You have proficiency using this weapon. This Launcher has a range of 60 feet and can be used to launch various other things, such as :

* A Grappling hook attached to a rope.
* A pouch filled with ball bearings or caltrops.
* You can make a ranged attack and launch a fist sized rock or metal ball. You may use your Intelligence instead of Dexterity for the attack and damage rolls and on a hit this attack deals 1d10 bludgeoning damage. You may launch a flask instead of a rock or metal ball.

### Living Jar Shield

Starting at 9th level, you have further enhanced and developed your skills at Jar Making. At the end of a long rest and with a 3rd level spell slot, you may magically create a shield. Only one Jar Shield can exist, if you try to create a second one, the first one turns into dust. When a creature wearing this shield gets hit by an attack, you may use a reaction to create the effect of one of your Minor Throwing Pots. This special reaction can only affect a single creature and it must be the creature that attacked the wearer of the shield. You can use this feature a number of times equal to your proficiency per long rest. While you have no uses available, you can spend a spell slot to use this feature again. Also, you may infuse this shield as if it is a nonmagical shield. This shield also counts as a spellcasting focus for your Artificer spells and you are considered to have a free hand for the only purpose of loading your arm mounted launcher.

### Living Jar Helm

Finally, at 15th level, you become one with the Living Jar. At the end of a long rest, you may summon a helm. This helm is made of the same material as your shield and throwing pots and no one can see through it but you. When wearing this helm, you gain a +1 bonus to you AC. Also, your Throwing Pots are enhanced when wearing this helm. :

* You can now throw your pots up to 90 feet away.
* You can make two extra Throwing Pots when finishing a long rest.
* You can force one creature within your Throwing Pot's area of effect to fail its saving throw.

Finally, at the end of a short rest or long rest and if you are wearing this helm, you may choose to gain resistances. Choose either Bludgeoning, slashing and piercing damage, or Fire, Cold, Acid damage.