Base Class: Artificer
The Demolitionist is an expert in all things pyrotechnics and explosives, using their magical expertise in order to get a better bang for their buck.
Tool Proficiency
When you adopt this specialization at 3rd level, you gain proficiency with tinker’s tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.
Demolitionist Spellcasting
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Demolitionist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Battle Smith Spells
| Artificer Level | Spell |
|---|---|
|
3rd |
Magic Missile, Shield |
|
5th |
Scorching Ray, Shatter |
|
9th |
Fireball, Protection from Energy |
|
13th |
Fabricate, Resilient Sphere |
|
17th |
Creation, Wall of Force |
Improvised Explosive
Also at 3rd level, you've learned how to create bombs from simple items. Using tinkers’ tools or smith's tools, you can take an action to magically create a small or medium ramshackle bomb with minimal material. The small bombs can fit in your inventory and can be detonated using a bonus action once placed or thrown. The medium-sized bombs must be carried by you or another party member. You can use an action to throw a small bomb at a target within 60ft. Once you create a bomb, you can't do so again until you finish a long rest or until you expend a spell slot to create one. You can have only bombs equal to your proficiency modifier at a time and all bombs automatically detonate once you’ve finished a long rest.
These bombs are considered magic items. The bomb’s blast radius and damage depend on the size of the bomb itself. If a bomb is small then it has a blast radius of 10ft and does damage equal to an amount of d4 equal to your current level. A medium-sized bomb has a radius of 20ft and does an amount of d6 equal to your current level. When you create an explosive, you choose from the list below of what kind of effect the explosive will have once detonated:
| Bomb Type | Activation |
|---|---|
|
Incendiary |
The bomb explodes into an inferno, burning all targets around it. Each creature in the blast radius must make a Dexterity saving throw against your spell save DC, taking the corresponding amount of fire damage on a failed save or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried and ignites targets. A target must use their action to put themselves out or take an extra damage die of fire damage at the start of their turn. |
|
Freeze |
The bomb explodes into a miniature ice storm, chilling targets to the bone. Each creature in the blast radius must make a Dexterity saving throw against your spell save DC, taking the according amount of ice damage on a failed save or half as much damage on a successful one. The ice slows down enemies who failed their save, reducing their movement speed by half until the end of their next turn. |
|
Displacement |
The bomb explodes into a shockwave, knocking enemies back. Each creature in the blast radius must make a Dexterity saving throw against your spell save DC, taking the corresponding amount of force damage on a failed save or half as much damage on a successful one. Also on a failed save, the target is thrown back 30ft in a straight line by the explosion, colliding with any objects or targets in their path. If the creature collides with a wall or grounded object, it takes 1d8 bludgeoning damage for every 10ft they travel. If they hit another creature, that creature also must make a Dexterity save, or take the same amount of bludgeoning damage. |
|
Flashbang |
The bomb explodes into a bright flash of light. Each creature in the blast radius must make a Dexterity saving throw against your spell save DC, taking the appropriate amount of radiant damage on a failed save or half as much damage on a successful one. Also on a failed save, the creature is blinded until the end of its next turn. |
Chain Reaction
At 5th level, your explosives become more and more volatile. Whenever another explosive is caught within the blast radius of another, it also detonates. Along with this, if an ally is caught within the blast radius, they now take half damage and are immune to the associated effect.
Small explosives can now be used in the place of cantrips. If you cast a cantrip and consume it, you can form a small explosive in your hand and use it accordingly. These do not count to the ones you already hold and detonate at the start of your next turn.
Improved Detonation
Starting at 9th level, your grenades become more destructive:
- Small bomb’s damage die to increase to a d6, and a medium bomb’s damage die increases to a d8
- As an action, you can create a large explosion of the previous types. These explosives have a 30ft blast radius, and the corresponding damage dice are d12s.
Supportive Explosions
By 15th level, you’re a master at forming explosives, and can now use them with maximum benefit to your allies:
- You and your allies are now immune to the damage from your explosives.
- If the blast radius of an explosive catches an unconscious ally, then the ally is healed hit points equal to half the damage rolled for the explosion.
Previous Versions
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