The Light Shaper

A Light shaper is someone who has started on the path to shaping light with there mind, turning it into powerful weapons of damage foes and manipulate the battlefield. With time and preperation, a Light Shaper should have all the tools they need to fight any enemy.

Light Projectors

At 1st level, you create a pair of heavy metal gauntlets, a combination of metal and magic used to channel light into matter. These are your Light Projectors, and count as an arcane focus for the purposes of casting spells. These can be fingerless of fingered, but generally extend up to halfway up your forearm, and are colored a color of your choice.

If you lose your gauntlets, you can create a new one y working over the course of three days (eight hours each day) and by expending 100 GP worth of metal, glass, leather, and other raw materials

Smithy

At 1st level, you learn how to create three different Holo weapons, two simple and one martial, from your Light Projectors by saving blueprints into your gauntlet. Using a bonus action, you can create one of these weapons out of pure light the color of your gauntlet, and may dismiss them as a free action. You may only have one holo weapon active at a time. These weapons have the same stats, properties, and damage types as there non holo versions, and are automatically dismissed if they travel more than 30ft away from you. If the weapon is ranged, the projectiles fired from that weapon disappear when it travels out of the weapons max range and have infinite ammo. You have proficiency with these weapons, and when you make an attack with one of these weapons, you may use your intelligence modifier for attack and damage rolls instead of the modifier normally used by the weapon. These weapons are also -not- magical for the purposes of overcoming resistances. You may learn how to create 3 more at 3rd, 9th, 14th, and 17th level.

You may only have a limited number of weapons ready to create at a time. To do so, choose a number of holo weapons you know how to create equal to your Intelligence modifier + your Artificer level (minimum of one weapon). For example, if you have 14 intelligence and are a level 4 artificer, you can have 4 weapons ready to create from your list of know weapons. You may change which weapons you have ready when you finish a long rest.

For each of the weapons you create there is a blueprint stored inside the gauntlet magically, and preparing weapons involves bringing the blueprints to the front, enough so that your mind may understands them and can use them. Each blueprint has a weight, equal to the weight of the weapon the blueprint is of. You cannot store a blueprint who's weight is equal to or greater than 8 + your intelligence modifier + your proficiency modifier.

Heat

To produce these weapons of light your gauntlets have to work, and doing so generates heat. Your max heat is 20 + half of your artificer level rounded up. Whenever one of your holo weapons make an attack, roll 1d4 if the weapon is simple and 1d6 if the weapon is martial, and add the number rolled to your heat score. If this heat score exceeds your max heat, all of your holo weapons are immediately dismissed, you take 1d4 fire damage for each point above your max your heat score went, and you cannot create any more holo weapons for two rounds. At the end of those two rounds your heat starts at zero. Passively, you lose two at the start of your turn, and you can spend an action and a spell slot to reduce your heat by 4 x the level of that spell slot.

Overcharge

By 3rd level, you have learned how to manipulate your weapons in ways no others can. When you are wielding a holo weapon, you can choose to perform an Overcharge associated with the weapons properties. Once you have done so, roll the heat dice associated with the given overcharge, and add it to your heat score.

When one of these overcharges requires a target to make a saving throw, the DC is your spell save DC

Ammunition: When you attack with this weapon, you may instead make the target make a strength saving throw. If they fail, draw them next to you. If an attack of opportunity would be applied to them, the attack automatically misses.

Heat dice: 1d10

Finesse: As an action, you can create a copy of the weapon which moves in a circle around your person. Until the start of your next turn, if an enemy stands within 5 feet of you they must make a dexterity saving throw or take damage equal to that weapons damage. At the start of your turn, you may use your bonus action to sustain this effect until the start of your next turn.

Heat dice: 1d8 per round

Heavy: As an bonus action, you can slam your weapon into the ground and create a cube of energy with any dimensions you wish. It must fit at least you, and can be no bigger than 30ft by 30ft by 30ft. It is the color of your gauntlets. The walls are translucent, and no one can pass through this barrier, friend or foe. This effect will stay until you dismiss it as a bonus action.

Heat dice: 1d10 per round

Light: As a movement action, you may leap a distance equal to your flying or walking speed. You can pass over an enemy that is normal sized or smaller creatures, and if you would trigger an attack of opportunity, the attack automatically misses.

Heat Dice: 1d6