Artificer
Base Class: Artificer

BOOM! BANG! EXPLOSIONS!  

Demolitionist Spells

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.

Demolitionist Spells

Tool Proficiency

 

You gain proficiency with potter's tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

Explosive Devices

Starting at 3rd level, you have learned to create tiny explosive devices to damage or incapacitate your opponents. As part of a long rest, if you have your Tinkerer's Tools and Potter's Tools on hand, you can create a number of bombs equal to your Intelligence modifier. The types of bombs you can make are outlined below. You learn 2 options at this level, and learn an additional type of bomb at 5th level, 9th level, and 15th level.

You can throw a bomb up to 60 feet as an action and choose to detonate it immediately or choose to detonate it as a bonus action on a subsequent turn. When the bomb detonates, it is destroyed and each creature in a 10 foot radius must make a saving throw. This radius increases to 15 feet at 5th level, 20 feet at 9th level,  and 30 feet at 15th level. The type of saving throw and effects are outlined below, and the saving throw DC is equal to your spell save DC. When you create new bombs during a long rest, any unused bombs become inert and no longer function.  

Explosive Device Types

Fire Bomb: Each creature in range makes a Dexterity saving throw. A creature takes 3d8 fire damage on a failure, or half as much on a success. Flamable objects in range that aren't being worn or carried are also ignited. 

Stun Grenade: Each creature in range makes a Constitution saving throw. A creature takes 2d8 lightning damage on a failure and cannot take reactions until the end of your next turn. On a success, a creature takes half as much damage and can still take reactions. 

 Snowbomb: Each creature in range makes a Constitution saving throw. A creature takes 2d8 cold damage on a failure and their movement speed is reduced by 10 feet until the end of your next turn. On a success, a creature takes half as much damage and their movement speed is not reduced. 

Force Bomb: Each creature in range makes a Strength saving throw. A creature takes 2d8 force damage and is pushed 10 feet away from the bomb on a failure. On a success, a creature takes half as much damage and isn't pushed.

Flashbang: Each creature in range makes a Constitution saving throw. A creature takes 1d8 radiant damage on a failure and is blinded for 1 minute. On a success, a creature takes half as much damage and is not blinded. A blinded creature can repeat the saving throw at the end of each of their turns, and the effect is ended on a success. 

Sonic Grenade: Each creature in range makes a Constitution saving throw. A creature takes 1d8 thunder damage on a failure and is deafened for 1 minute. On a success, a creature takes half as much damage and is not deafened. A deafened creature can repeat the saving throw at the end of each of their turns, and the effect is ended on a success. 

Poison Gas Dispenser: Each creature in range makes a Constitution saving throw. A creature takes 1d8 poison damage on a failure and is poisoned for 1 minute. On a success, a creature takes half as much damage and is not poisoned. A poisoned creature can repeat the saving throw at the end of each of their turns, and the effect is ended on a success. 

Acid Bomb: Each creature in range makes a Dexterity saving throw. A creature takes 1d8 poison damage on a failure and is coated in acid. On a success, a creature takes half as much damage and isn't coated in acid. At the start of each of their turns, a creature coated in acid takes 1d8 acid damage. A creature can wipe the acid off of themselves or another willing creature as an action. 

Refined Explosives

At 5th level, you have improved the quality of your explosive devices. Whenever an explosive device you create deals damage, you can add your Intelligence modifier to that damage. Additionally, you can create an additional explosive device as a bonus action by expending a spell slot.  When you expend a spell slot to create an explosive device this way, the damage of the device increases by 1d8 for each level of the spell slot you expended. 

Lastly, you learn an additional explosive device option and the radius of your explosive devices increases to 15 feet. 

Careful Detonation

At 9th level, you have learned to protect yourself and your allies from the brunt of your explosives. Whenever you detonate an explosive device, you can designate a number of creatures you can see up to your Intelligence modifier to automatically succeed on the saving throw. 

Additionally, you learn an extra explosive device option and the radius of your explosive devices increases to 20 feet. 

Perfected Devices

At 15th level, your explosive devices become harder to avoid. Creatures other than yourself have disadvantage on saving throws against your explosive devices. 

Lastly, you gain an additional explosive device option and the radius of your explosive devices increases to 30 feet. 

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