The purpose of these rules is to add some depth and variety to crafting rules.
General: Master Crafter
This feat can be taken by any crafter. It's prerequisites and bonuses vary with the craft, but any master crafter gains the following benefits:
- You have a workshop in a town of your choice, and have two apprentices and an overseer that help you there. The workshop contains all the tools necessary for making items with your craft, and also contains lodging for yourself, your overseer, and your two apprentices. When you use your downtime to create items in your workshop your daily progress is in 25-gp increments rather than 5-gp increments, and you maintain a comfortable lifestyle without expense. The workshop is self-sustaining, and has no upkeep cost. The DM may allow you to use the Running A Business rules in the DMG to attempt and make a profit off of your workshop, if you spend down-time there.
- You can add your proficiency bonus on ability checks related to items made by your craft. For instance, a glazier might gain this bonus to Intelligence (Investigation) checks made with a magnifying glass, or Wisdom (Survival) checks made with a spyglass.
- You can craft masterwork items with a DC 10 ability check made with your artisan's tools. The cost to craft a masterwork item is equal to the normal GP cost of an item, and you pay this cost regardless of success or failure. A masterwork item grants a +1 to any ability checks made with the item, or have any DC's imposed by them raised by 1. Masterwork items have an object AC of one higher than normal, and have an additional 5 object hit points. A masterwork item has a value of five times the normal value of the item.
- You can create magic items with your craft. Your DM has information on the cost of magic items, and their rarity. Creating a magic item usually involves rare, unique, and exotic materials, and so cannot simply be declared to happen. If you find the raw materials, you can turn them into a finished product given enough time and the ability to afford the other materials (half the cost of the item). Creating a magic item in this way doesn't require a spellcaster - the magic comes from the craft itself, not from magic being cast into it.
Glassblowing is a young art in the world, reserved mostly for the academic, the wealthy, and the experimental. Glass products are used in the halls of education to contain and transport often-volatile liquids, being capable of storing many substances for long periods of time without leeching into them. They are popular with alchemists, as a result. They are also popular with those studying light and vision - glass lenses and prisms can distort, reflect, and refract light to produce an array of useful effects. The wealthy also value glass for its beautiful appearance, very fluid and fine, capable of a range of colors or no color - it is a precious artistic material, and one often employed in the lighting and furnishing of the wealthy.
For adventurers, glassblowing is often a hobby of wizards of various stripes. Diviners seem to love the ability of glass to reveal what lies beyond it, or to hold light or vision. Transmuters may employ glass when undergoing various alchemical experiments - the glass helps protect them from the often-toxic chemicals. Glassblowers in the party usually have a few empty vials or bottle able to take a sample of liquid or slime or even a living specimen back to town for some detailed research with a sage or a library, and many use lenses to investigate areas thoroughly and see distant figures more clearly.
Master Crafter: Master Glazier
Prerequisite: Proficiency with glassblower's tools
You are known and respected as a crafter of fine glass items. As such, you gain the benefits of the Master Crafter feat. You also increase your Intelligence score by 1, to a maximum of 20.
Items Crafted with Glassblowing
You can create bottles, flasks, and vials, as normal, from the PHB. You can also create jars of various sizes - a jar costs 1 copper piece per ounce of capacity to craft, and you can make jars up to 1 gallon (128 oz) in size.
You can create glass rods and glass orbs. Most spellcasters who know glassblowing feature it in their focus.
You can create hourglasses, magnifying glasses, and spyglasses, from the PHB. You can also create glass tubing (1 gp/5 ft.), which is often used in laboratories. These tools can be pricey, but they demonstrate the utility of transparent glass.
You can melt down glass to produce glass sheets, glass beads, or glass rods that can be melted down and used again in future glass-crafting. These items are considered trade goods with a cost of 2 gp per lb.
You can create glass mugs (1 silver piece) and wine glasses (5 silver pieces). These items are often signs of wealth, and are quite fragile.
You can create a glass bell (2 gp), a bag of 20 marbles (5 sp), or a theater lens (10 gp). The bell is small and mostly decorative, though it does make a tinkling sound. The marbles are used in games, and are known for being exceptionally smooth and balanced. A theater lens is used in the back rows of a theater to help one see the stage a bit closer.
A DM might consider the following items, from the DMG, as craftable with the master glazier feat. Glass orbs and lenses are the most common items created by master glaziers.
- Bead of Force
- Bowl of Commanding Water Elementals
- Crystal Ball
- Crystal Ball of Mind Reading
- Crystal Ball of Telepathy
- Crystal Ball of True Seeing
- Decanter of Enedless Water
- Eyes of Charming
- Eyes of Minute Seeing
- Eyes of the Eagle
- Gem of Brightness
- Gem of Seeing
- Goggles of Night