Table of Contents
Glassblower's Tools
Working with molten glass, a burning furnace and the tools of the trade, you can craft exquisitely shaped glasses for kings, vials for dangerous materials and even weapons.
Glassblower's Tools
The following text replaces the text found on pg. 82 of Xanathar's Guide to Everything. The tools include a blowpipe, a small marver, ladles, blocks, shears and tweezers. You need a source of high heat to work glass. Your tools weigh 7 lbs and costs 30 gp.
Sourcing Glass
Before you can begin to shape your glass, you first need a source of glass to melt and form. This can be in the form of cullets, recycled broken or waste glass, or finding existing glass work and melting it down.
Furnace
In order to properly work your glass, you will need a furnace capable of reaching extreme temperatures of 1,575 °C (2,867 °F). For this purpose, unless great pains are made to bring a furnace with you on your travels that can be heated in a short order, you can only work on larger projects in a large city with an available glass shop. You may need to rent out time at the glass shop, or work there part time to use their facilities. If you only have a campfire available, you can work very small bits of glass into rudimentary shapes but are unable to create the items presented here.
Glass Projects
So long as you are proficient with Glassblower's Tools, you can create a variety of glass shapes with your tools. If you spend 8 hours working in a glass shop with your tools on hand, you can create a number of projects equal to your Dexterity modifier plus your Proficiency Bonus in a day of work.
Mundane Projects
You can easily create mundane projects while working with your tools and in a glass shop. Mundane glass projects include vials, pots, bowls, cups, silverware and other simple objects. When create mundane objects, you can create twice as many objects as you normally can and requires no check.
Exotic Projects
Some projects are more complicated or requires more attention to detail. Exotic projects include glass darts, glass weapons, glass plates for armor and even glass grenades. For each project you work on, it requires you succeed on a Dexterity (Glassblower's Tools) Check or you fail that project and must start again.
Cooling Down
All projects require a day of slowly cooling down to room temperature before they can be used. If a project is not given a day to cool down, the item is broken and can not be used.
Oversized Projects
Per the DMs discretion, some glass projects may take longer to create and count as multiple projects to work on during the day. Any project that counts as two or more projects must be worked on in a single day.
Exotic Projects
There are several different exotic projects you can create while at the shop, as detailed below. Each project requires a successful Dexterity (Glassblower's Tools) check or the project is failed. At the end of the day all projects must then cool down in a special furnace for a full day, or be broken. The cost listed with the item is the cost of glass pellets and can be ignored if you are able to supply your own glass.
The cost to rent space in a glass shop is 5 gp per day, this covers the cost of wood to be burned in the furnace and assistants to work the furnaces, they do not grant advantage on any of your checks in the shop.
Hollowed Glass Dagger
This exquisite dagger is made of blown glass and has a hollow center. When used against a target, it breaks off in the target's body, immediately destroying the dagger, but keeps the target bleeding until the wound is tended to.
- Glass Cost: 1 gp
- Glassblower's DC: 12
- On a Hit: 1d4 piercing damage; if the target is a creature other than an undead or a construct, it loses 2 (1d4) hit points at the start of each of its turns due to the shattered glass in the wound. Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.
- If a creature is targeted by multiple Hollowed Weapons, the damage taken at the start of their turn is increased by +1.
- Special: Finesse, Light, Thrown (range 20/60)
- Weight: .5 lb
Hollowed Arrowheads
These arrowheads are made of blown glass and have a hollow center. When used against a target, it breaks off in the target's body, immediately destroying the arrow, but keeps the target bleeding until the wound is tended to.
- Glass Cost: 5 sp
- Glassblower's DC: 12
- On a Hit: 1d4 piercing damage; if the target is a creature other than an undead or a construct, it loses 2 (1d4) hit points at the start of each of its turns due to the shattered glass in the wound. Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.
- If a creature is targeted by multiple Hollowed Weapons, the damage taken at the start of their turn is increased by +1.
- Special: Requires a bow to fire it out of and a wooden shaft for the arrowhead to fit on. Replaces the bows normal damage but not the bow's range.
- Weight: .1 lb
Hollowed Crossbow Bolts
These bolts are made of blown glass and have a hollow center. When used against a target, it breaks off in the target's body, immediately destroying the bolt, but keeps the target bleeding until the wound is tended to.
- Glass Cost: 8 sp
- Glassblower's DC: 12
- On a Hit: 1d4 piercing damage; if the target is a creature other than an undead or a construct, it loses 2 (1d4) hit points at the start of each of its turns due to the shattered glass in the wound. Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.
- If a creature is targeted by multiple Hollowed Weapons, the damage taken at the start of their turn is increased by +1.
- Special: Requires a crossbow to fire it out of, replaces the crossbows normal damage but not the crossbow's range.
- Weight: .1 lbs
Hollowed Needles
These specially crafted needles have a hollow center perfect for poisoners to add in poisons. When shot out of a blowgun, they deal no damage but breaks off in the target, releasing its contents. Glass Cost: 1 sp Glassblower's DC: 13 On a Hit: No damage, but any contents are released inside the target Special: Holds enough poison to deliver a single dosage Weight: .01 lbs
Glass Grenade
This specially constructed ball of pressurized glass requires delicate handling in case it explodes in your hands. When tossed at a point within range, it violently explodes out in a 5 ft radius causing all targets inside to start bleeding profusely. Glass Cost: 1 gp Glassblower's DC: 15 On a Hit: You throw this glass grenade at a point you choose within range and it violently explodes out in a 5 ft radius. All creatures in its radius must succeed on a DC 15 Dexterity saving throw or take 1d4 piercing damage. Furthermore, if the target is a creature other than an undead or a construct, it loses 2 (1d4) hit points at the start of each of its turns due to the shattered glass in the wound. Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing. If a creature is targeted by multiple Hollowed Weapons, the damage taken at the start of their turn is increased by +1. Special: As an action, a character can throw a grenade at a point up to 60 feet away. Weight: 1 lbs
Glass Shirt
This special armor sits over the top of medium or heavy armor and provides nothing in the way of protection to the user. Instead, the first time a target is hit, the glass explodes out in a violent burst hurting all creatures, except the wearer, with glass shards. Glass Cost: 10 gp Glassblower's DC: 15 On a Hit: When this glass shirt is hit, it sprays out in a 15 ft cube from the wearer's square damaging all creatures in range. Each creature must succeed on a DC 15 Dexterity saving throw or take 1d8 piercing damage and begin bleeding. If a creature makes their save, they take half damage only. If the target is a creature other than an undead or a construct, it loses 2 (1d4) hit points at the start of each of its turns due to the shattered glass in the wound. Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing. If a creature is targeted by multiple Hollowed Weapons, the damage taken at the start of their turn is increased by +1. Special: Only one of these shirts can be worn at a time, and it must be over medium or heavy armor. This glass shirt takes longer to produce and you must spend extra time on it, it counts as 3 projects when determining how many projects you can work on in a day. Grants disadvantage on stealth checks. Weight: 5 lbs
Spyglass
This object allows you to view far away things and makes them appear twice their normal size.
- Glass Cost: 10 gp
- Glassblower's DC: 15
- Special: See objects far away and double their size when viewed through the spyglass. Requires a metal sheath to hold the glass lenses in, cost is 20 gp for a simple metal sheath. The spyglass lenses require longer to produce and you must spend extra time on it; it counts as 5 projects when determining how many projects you can work on in a day.
- Weight: 1 lb