Glassblowing (Mastery)

Glassblowing - only has a draft description now

GMBinder: https://www.gmbinder.com/share/-MZ3kw4wuodlP7OIWKMP

## Playtest Material

### Name

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.

## 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.

 2
 3

BAWAL NG MAY UPGRADE SA RITTER

## 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 Glassblower's Tools check** to see if the job was a success.

## Crafting Mechanics

You need to use an Intelligence or Charisma-based Glassblower's Tools check. The initial charms have a crafting DC of 12 for 100gp. Upgrades specify their DC. You then need to attune to the charm for it to take effect.

### Crafting Roll

C
r
a
f
t
i
n
g
R
o
l
# l
1
d
20
[
A
b
i
l
i
t
y
S
c
o
r
e
M
o
d
i
f
i
e
r
]
[
T
o
o
l
s
P
r
o
f
i
c
i
e
n
c
y
]
(
I
n
t
r
i
c
a
t
e
C
r
a
f

t
∗

)

{\displaystyle Crafting Roll = 1d20 + [AbilityScoreModifier] + [Tools Proficiency]+(Intricate Craft^\*)}

*\*Intricate Craft only applies for characters with a second point invested in Glassblowing for a specialization into intricate craft*

Example: Character with a single point invested in Glassblowing has a +3 Intelligence modifier (Intelligence ability score of 16/17). Below level 5, their proficiency bonus would be +2. Therefore, they roll:

C
r
a
f
t
i
n
g
R
o
l
# l
1
d
20
3
2

{\displaystyle Crafting Roll = 1d20 + 3 + 2}

### Failing a crafting check

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

### Removing Upgrades

Upgrades that you've put unto charms can be removed as a mastery check at no cost. You can remove any number of upgrades from a single charm per mastery check.

## 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.

### Mastery Feats

Mastery Feat Table
 Intricate Craft
 Spellfused Glass
Crafting DC +5
Gold Cost +100
Spell Attack Bonus +1
Gold Cost +250
Spell Attack Bonus +2
Gold Cost +300
 Overcompensate

At tier two of Glassblowing, you also unlock the ability to upgrade charms, based on their respective tier two upgrades list below.

### 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 craftsman 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.

## Charms

Tier 1: Humble Beginnings. The following charms can be crafted and upgraded by this discipline

The initial charms have a crafting DC of 12 for 100gp

### 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 can roll 1d6. If the result is equal to or less than your Fury, you may use your reaction to move up to your speed to the attacker and make a melee weapon attack against that enemy. This movement does not provoke opportunity attacks. Making this attack reduces your Fury to 0.

#### Boar - Tier 2 upgrades

Boar Tier 2 Upgrades
 Thick Skin
 Precise Strike
 Adrenaline Rush

#### Boar - Tier 3 upgrades

Boar Tier 3 Upgrades
 Wrought Earth
 Fatal Blow
 Furious Precision (Prerequisite: Thick Skin)
 Thick Hide
(Prerequisite: Thick Skin)

### 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. Once triggered, you can't use this property again until you complete a short or long rest.

#### Faerie Dragon - Tier 3 upgrades

Faerie Dragon Tier 3 Upgrades
 Synchronicity
 Whim of the Faerie Dragon

 2
 3
 4

### Garmr: Tenacity

**Spellcasting Ability:** Weapon Attack Ability

Once per turn, when you hit with a melee attack, you gain one charge of Tenacity, up to a maximum of 10. Your weapon attacks deal an additional 1 damage for every charge of Tenacity, to a maximum of 5 damage. These charges are lost one minute after combat ends

### 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.

#### Phoenix - Tier 3 upgrades

Phoenix 3 Upgrades
 Phoenix Howl (Prerequisite: Phoenix Screech)
 Cradle of the Phoenix

### 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.

#### Turtle - Tier 3 upgrades

Turtle Tier 3 Upgrades
 Arcane Hull (Prerequisite: Shell)
 Power Maximize ((Prerequisite: Piercing Spell))

### Mammoth: Healing Surge

**Spellcasting Ability:** Constitution

As an action, you can expend up to half of your current Hit Dice (rounded down) and roll them, adding your constitution bonus to each die. You gain the result as Temporary Hit Points.

#### Mammoth - Tier 3 upgrades

**Save DC's**

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