Remove these ads. Join the Worldbuilders Guild

Glass Cannon


Hit Points

Hit Dice: d4 per Glass Cannon level
Hit Points at first Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d4 (or 2) + Half your Constitution modifier per level after 1st, up to 10th level. You Do Not Gain More Total Hit Points After 10th Level.

Proficiences

Armor: None. You can't gain proficiency with any armor or shield.
Weapons: Dagger and Quarterstaff.
Tools: None.
Saving Throws: Intelligence, Constitution
Skills: Pick two from Arcana, History, Investigation, Nature, Medicine, Perception, Persuasion, Religion, and Stealth.

Overview & Creation

A lone man stands upon the battlefield, his allies lie bloody and bruised around him. he raises his hand, pointing at the demon lord who had slain his friends. A bolt of arcane power races from his hand, delivering a blow so powerful that it could, not just wound, but incapacitate the very gods. His foe lay slain before him, the man departs, only to trip on a spear and land on some rather sharp gravel. He dies on contact.   A Glass Cannon is exactly what it sounds like. Someone who has the power to slay gods, yet will die to an aggressive fist bump. They gain their magic from a mixture of book lore, natural arcane talent, Blood magic, and/or creating a pact with an otherworldly being. Not every Glass cannon does all of these to gain their power but all of them have atrophied because of their pursuit of power.

Before you chose this class, Please note:
  1. Your hit die is a d4
  2. Your total hit points do not increase after 10th level.

Multiclassing with Glass Cannon.

You can't

Creating a Glass Cannon

How did you become a Glass Cannon? Did you earn your power through training and diligence or did you buy it from some Eldridge entity? What caused your body to atrophy, Long bouts of studying with no sleep and very little food or blood sacrifice to satiate an arcane binding? Why did you choose to become a Glass Cannon? A simple drive for power to avenge someone, an unquenchable curiosity, or is it something else? These are by no means the only options, just some examples.  

Quick Build

You can make a Glass Cannon quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the sage background.  
Quick links: Spellcasting, Table, Subclass, Fast spell list.

New Sheet: Glass Cannon V.2.7. This sheet will not be updated over time. Skjilar, start transitioning to the other one. This table might help:Orm's Changes.


Class Features

Ritual Casting.

When you become a Glass Cannon at 1st level, You learn to cast any spell as a ritual if that spell has the ritual tag and you have a spellbook containing the spell. This does not let you learn the spell. you cannot cast the spell if it is a cantrip.  

Arcane Recovery.

At 2nd level, once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your Glass Cannon level (rounded up), and none of the slots can be 6th level or higher.  

Metamagic

At 3rd level, you gain the ability to twist your spells to suit your needs.
You have a number of Arcane Points equal to your level. You regain all spent Arcane points when you finish a long rest.
You gain two of the following Metamagic options of your choice.
You gain another one at 10th and 17th level.
You can use only one Metamagic option on a spell when you cast it unless otherwise noted.
  • Careful Spell. When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 Arcane point and choose a number of those creatures up to your Intelligence modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.
  • Distant Spell.When you cast a spell that has a range of 5 feet or greater, you can spend 1 Arcane point to double the range of the spell. When you cast a spell that has a range of touch, you can spend 1 Arcane point to make the range of the spell 30 feet.
  • Empowered Spell.When you roll damage for a spell, you can spend 1 Arcane point to reroll a number of the damage dice up to your Intelligence modifier (minimum of one). You must use the new rolls. You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.
  • Extended Spell.When you cast a spell that has a duration of 1 minute or longer, you can spend 1 Arcane point to double its duration, to a maximum duration of 24 hours.
  • Heightened Spell.When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 Arcane points to give one target of the spell disadvantage on its saving throw made against the spell.
  • Quickened Spell.When you cast a spell that has a casting time of 1 action, you can spend 2 Arcane points to change the casting time to 1 bonus action for this casting.
  • Subtle Spell.When you cast a spell, you can spend 1 Arcane point to cast it without any somatic or verbal components.
  • Twinned Spell.When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of Arcane points equal to the spell's level to target a second creature in range with the same spell (1 Arcane point if the spell is a cantrip). To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost is.
 

Elemental Duality (Subclass)

At 2nd level, you choose an Elemental Duality. The Elemental Duality you choose grants you features at 2nd level and again at 6th, 10th, and 14th level.  

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.   Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.  

Arcane Expertise

At 5th level, your proficiency bonus is doubled for any arcana ability check you make. At 13th level, your proficiency bonus is doubled for your Spell Save DC and Spell Attack Modifier  

Dual casting

At 7th level, whenever you cast a leveled spell as a bonus action, you can cast another leveled spell instead of a cantrip at the cost of twice as many spell slots.  

Lossless Magic

At 15th level, you no longer lose spell slots when you level up.


Starting Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a dagger or (b) a quarterstaff
  • (a) a component pouch or (b) an arcane focus
  • (a) a scholar's pack (b) an explorer's pack or (c) a dungeoneer's pack
  • 6d4 *10 Gold Pieces
  • Your Magic tomb/book. This holds all of your spells.


Spellcasting

Cantrips.

At 1st level, you know 5 cantrips of your choice from the wizard spell list. Choose wisely, Because you will not learn additional cantrips from this class or change the cantrips you currently know. As such, your known cantrip total will not be listed in the table below.  

Spellbook

At 1st level, you have a spellbook containing Four 1st-level spells and One 2nd-level spell of your choice from any spell list. Your spellbook is the repository of the spells you know, except your cantrips, which are fixed in your mind.  

Spell Slots.

The Glass Cannon table shows how many spell slots you have to cast your spells of 1st level and higher. To cast a spell, you must expend a slot of the spell's level or higher. You do not need to have a spell slot of the spell's minimum level to cast it. You regain all expended spell slots when you finish a long rest.  

Learning New Spells of 1st Level and Higher.

You know a number of spells equal to your total spell slot count. The level of these spells must be less than or equal to a level for which you have at least one spell slot, as shown on the Glass Cannon table below. You can learn any spell of 1st level or above no matter the class requirement.   You can change your list of prepared spells when you finish a long rest. Preparing a new list of spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.   On your adventures, you might find a spellbook or a spell scroll, you may choose to learn the new spell if it is less than or equal to a spell level for which you have at least one spell slot and if you can spare the time to decipher it.
For each level of the spell, the process takes 2 hours and costs 25 GP. The cost represents material components you expend as you experiment with the spell to master it. Once you have spent this time and money, you can cast the spell just like your other spells. You cannot learn cantrips in this way.  

Spellcasting Ability.

Intelligence is the spellcasting ability for your glass cannon spells.
  • Spell Save DC = 8 + your proficiency bonus + your Intelligence modifier
  • Spell Attack Modifier = your proficiency bonus + your Intelligence modifier.


Subclass Options

A Song of Fire and Ice.

Hypothermia Victims Can Have A Little 3rd Degree Burn, As A Treat.

At 2nd level, spells you cast ignore resistance to fire and cold damage and you gain resistance to fire and cold damage.  

Cryo-Shell.

At 6th level, as an action, you may create a 5ft hollow sphere of Ice centered on yourself, this sphere is known as a cryo-shell.
The cryo-shell has an AC 12 and 30 hit points. Also, it is vulnerable to fire damage.
Upon reaching 0 hit points, the cryo-shell will shatter.  

Icy Hot.

At 10th level, any spell you cast that deals fire or cold damage respectively, now deals an equal amount of the other type of damage.  

Just FireBall.

At 14th level, every time you cast a spell you may also cast fireball at 3rd level as a free action. this does not use one of your spell slots.  

Thunder and Lightning, Very Very Frightening.

Sparky.

at 2nd level, spells you cast ignore resistance to thunder and lightning damage and you gain resistance to thunder and lightning damage.  

Bolt.

At 6th level, your movement speed increases by 5ft, and you may use the Dodge action as a free action at the end of your turn. If you forget to doge at the end of your turn, you may not do so during an opponent's turn.  

Become Thor.

At 10th level, any spell you cast that deals thunder or lightning damage respectively, now deals an equal amount of the other type of damage.  

Conga Chain.

At 14th level, any spell you cast that deals lightning damage can leap from one creature to another, becoming stronger with each creature it connects with(ie. 3 jumps and the spell will deal 3 times the original damage to each of them). Creatures must be within 30ft of each other to be affected by this.  

Aberrate Psiker.

Mind Powaas.

at 2nd level, spells you cast ignore resistance to psychic and force damage and you gain resistance to psychic and force damage.  

Warp.

At 6th level, you can cast Misty step as a cantrip. If you do not know that spell, you do now. This does not count towards your number of cantrips known.  

Use The Force Luke.

At 10th level, any spell you cast that deals psychic or force damage respectively, now deals an equal amount of the other type of damage.  

Ascended-Mind.

At 14th level, you no longer have to concentrate on spells to maintain them.  

Life and Death, The Mortal Coil.

I'm A Necromancer, But Better.

at 2nd level, spells you cast ignore resistance to radiant and necrotic damage and you gain resistance to radiant and necrotic damage.  

Vitality.

At 6th level, you regain 1d4 hit points at the start of your turn.  

Taijitu.

At 10th level, any spell you cast that deals radiant or necrotic damage respectively, now deals an equal amount of the other type of damage.  

Fuck The Gods, I'll Do It Myself, Don't @ Me.

At 14th level, you may fully resurrect 2 creatures at will. you must finish a short rest use this ability again. this ability is not restricted by anything short of a resurrection requiring a wish spell to work.


LvlProficiency
Bonus
Features1st2nd3rd4th5th6th7th8th9thTotal
Spell Slots
1st2Spell casting, Ritual Casting415
2nd2Arcane Recovery, Elemental Duality527
3rd2Metamagic63110
4th2Ability Score Improvement64212
5th3Arcane Expertise553114
6th3Elemental Duality464216
7th3Arcane Expertise Improvement3653118
8th3Ability Score Improvement2564219
9th414653120
10th4Elemental Duality, Metamagic3564220
11th424653121
12th4Ability Score Improvement13564221
13th5Dual casting24653121
14th5Elemental Duality13564221
15th5Lossless Magic35653123
16th5Ability Score Improvement35664226
17th6Metamagic35665328
18th635666430
19th6Ability Score Improvement35666531
20th635666632

Created by

stormgate_dnd.

Statblock Type

Class Features

Link/Embed