Base Class: Artificer
The Arsonist prides itself on its ability to deal passive damage and keeping the enemies away. It does this through both its arcane knowledge and special fire charges.
Create Fire Charge
3rd-level Arsonist feature
The Fire Charge is the center of the Arsonist subclass. It can resemble a glass orb, filled with oil and explosive powder, an arcane charged stone, or some other throwable object.
Whenever you take a short or long rest, you can create Fire Charges. You create your proficiency modifier in Fire Charges after a Short or long rest. Fire Charges have a range of 30ft./60ft., and deal 2d6 + your spell attack modifier Fire damage. The Fire Charge is consumed after it's used.
The fire damage increases to 3 d6 at 7th level, 4d6 at 12th, and 5d6 at 17th level.
Arsonist Spells
3rd-level Arsonist feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Arsonist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Arsonist Spells
| Artificer Level | Spell |
|---|---|
|
3rd |
[Tooltip Not Found], burning hands |
|
5th |
|
|
9th |
[Tooltip Not Found], immolation |
|
13th |
[Tooltip Not Found], [Tooltip Not Found] |
|
17th |
Specialized Charge
After spending 10 minutes with a Fire charge, augmenting it, you may alter the properties of the charge, adding or replacing one effect from below.
- Smoking Charge: The Fire charge leaves behind a 10ft radius cloud of smoke. The smoke lasts for 1 minute, or until a breeze of 10 miles or stronger blows it away. The radius grows 5ft at levels 5, 9, and 15.
- Sticky Charge: The Fire Charge covers the target in sticky fuel, setting the target on fire for 1 minute, or until the target uses its action to make a Dexterity saving throw against your spell save DC to put it out. The target takes 1d6 fire damage at the start of its turn. The damage increases by a d6 at levels 5, 9, 13, and 17
- Combustion Charge: When the Fire charge explodes, it forces every creature withing 15 ft. of the charge to make a Constitution saving throw against your spell save DC, falling blinded and deafened until the end of their next turn.
- Line Charge: You charge creates a 15ft long, 5ft tall line of fire. Creatures that cross through or stand in the line take 1d4 fire damage. The fire burns for 1 minute, or until it is put out. the line of the line grows by 5ft at levels 5, 9, and 15, and deals an additional 1d4 damage at 5, 9, 13, and 17.
- Delayed Charge: You alter the charge to go off at a set time, up to 1 minute. The time increase to up to 10 minutes at level 5, 1 hour at level 9, and 1 day at level 15. (A Delayed charge can be deactivated by succeeding on a Tinker's tools skill check against the maker's spell save DC.)
Fire Retardant
You gain resistance to fire damage.
You may also spend you action to completely suppress an open flame without having to roll for it.
Fiery Gumption
You gain the ability to see through fires you are aware of within 60ft of you. This distance grows by 10ft for each level after this one.
You gain the ability to teleport next to an open flame within 30ft of you as a bonus action. This distance increases by 10ft for each level after this one.
Master of Arson
Your attacks ignore resistance and immunity to fire damage.
Your Fire Charges become powerful enough to burn stone, and melt most non-magical metals given long enough exposure.







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