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Lightsmith art glass
Lightsmith art glass













Creatures in the cone must make a Constituton saving throw. You fire a salvo of luminous shots in a 15-foot cone.

lightsmith art glass

Until the end of your next turn, your attacks against marked targets are a critical hit on a 19 or 20. On a success they take half as much damage and are not marked. On a failed save they take your lightshow damage and are marked by you until the end of your next turn. Creatures in the beam must make a Dexterity saving throw. A beam of magical energy shoots out from your weapon in a 30-foot long, 5-foot wide line. Until the end of your next turn, your weapon's reach increases by 5 feet and the extra damage of your radiant augmentation increases to two rolls of your damage die.Īurora Rifle. On a success they take half as much damage and are not knocked prone. On a failed save they take your lightshow damage and are knocked prone.

lightsmith art glass

All creatures within 10 feet of you must make a Strength saving throw. Saves for your lightshow are made against your artificer spell save DC. The effects of each weapon's lightshow is detailed below. The damage of a lightshow is equal to two rolls of the weapon's damage die + one additional roll per level of the spell slot spent (minimum of three rolls) and the damage type is the same as the damage type of your weapon. As an action you can expend a spell slot of 1st level or higher to unleash your weapon's lightshow.

LIGHTSMITH ART GLASS HOW TO

LightshowĪt 9th level you've learned how to empower to drastically empower your weapon with your own magical energy.

lightsmith art glass

Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn. On a failure, they take 1d6 damage of the same damage type as your weapon. Creatures in a 15-foot cone originating from you must make a Dexterity saving throw against your spell save DC. Immediately after you take the attack action or cast a spell you can use your bonus action to fire off a flurry of shots. A marked target cannot be hidden from you and when you attack them you ignore the effects of half-cover. When you hit a target with this weapon, you can choose to mark the target until the end of your next turn. If the attack still hits, your blade partially absorbs the blow, causing the next successful attack you make with it before the end of your next turn to deal extra damage equal to one roll of its damage die.Īurora Rifle. When you are targeted with an attack you can interpose your blade as a reaction to give the attack disadvantage. Once per turn, on a critical hit with this weapon, you can roll 1d6 and add it to the total damage. These properties only function when you wield the weapon.Īll. In addition to their regular properties, each weapon has the following special properties. Prismatic Weapons WeaponĪt 3rd level you have further enhanced your prismatic weapon. When you create the weapon you choose its appearance, and choose its type from from the table below. You can only have one prismatic weapon at a time, and creating a new one causes the previous one to harmlessly explode in a brilliant flash of light. The weapon is a martial weapon that deals radiant or force damage (your choice when you create it), you are proficient in it and you can use your Intelligence modifier for its attack and damage rolls. This process can be completed as part of a short or long rest. Using jeweler's tools or glassblower's tools, you can spend 1 hour creating a prismatic weapon.

lightsmith art glass

Lightsmith Spells Artificer LevelĪlso at 3rd level, your experiments with light have led you to the creation of a prismatic weapon, a weapon that fires beams of pure energy or uses a blade of solidified light. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare. Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Lightsmith Spells table. It counts as an artificer spell for you, but it doesn’t count against the number of cantrips you know. Additionally, you learn the light cantrip if you did not already know it. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice. When you adopt this specialization at 3rd level, you gain proficiency with jeweler's tools. Using jewels, prisms and glass they shape, amplify and focus light for use in illustrious weapons, which they use with dazzling martial prowess. Not entirely content with working on tangible materials, lightsmith artificers magically manipulate light to add a dimension to their weaponry that no metal can rival.













Lightsmith art glass