Base Class: Artificer
Specializing in the invention, construction and use of explosive devices the Demolitionist is an expert at blowing things to pieces, whether that thing is an enemy or a structure. Various charges, mines and grenades allow the Demolitionist to be both versatile and highly effective in a fight.
Explosives Expert
Starting at 3rd Level, the Demolitionist is capable of crafting and using various forms of Explosive Devices.
At 3rd level you learn 2 Explosive Device blueprints. At 5th, 9th, 13th and 15th level you may learn one additional blueprint. Also at these levels you may discard a blueprint you already have and replace it with a new one from the list of available blueprints.
As part of a long rest you may craft a number of Explosive Devices equal to your 1 + your Intelligence modifier. You may create any combination of explosive devices that you know the blueprint for. Explosive Devices do not expire or lose their power. However, you may only ever carry the total number of Explosive Devices that you can craft in one long rest. If you choose to craft new Devices while already carrying the maximum amount you must select one of the devices you already have on you to dismantle in order to carry a new one.
Certain blueprints have prerequisites that must be met before they can be crafted. Your available blueprints and their prerequisites (if any) are listed in the Explosive Device Blueprint table.
Explosive Device Blueprints
|
Explosive Device |
Type |
Prerequisite |
Detonation Time |
Range |
Effect |
|
Hand Grenade |
Grenade |
None |
Instant |
30 Ft |
Make a ranged spell attack, on a hit the target and each target within 5 ft of the original take 2d6 fire damage. |
|
Smoke Grenade |
Grenade |
Hand Grenade |
Instant |
30 ft |
As an action you hurl a smoke grenade toward a 5 foot space. When the grenade lands it explodes in a 30 ft radius sphere of dense, black smoke. The smoke spreads around corners and the area of the smoke is heavily obscured. The smoke lasts for 5 rounds or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. |
|
Flash Bang |
Grenade |
Hand Grenade |
Instant |
30 ft |
Using an action your toss a flash bang toward a 5 foot space. Any creatures within a 10 ft radius sphere of the Flash Bang must make a Constitution saving throw. On a failure the creature is blinded and deafened until the end of its next turn. On a success the creature is not affected. |
|
Satchel Charge |
Charge |
None |
2 rounds or instant upon Remote Detonation. |
5 ft |
Make a melee spell attack, on a hit you attach 1 Satchel Charge to the target. You may have up to 3 Charges attached to a single target at once. 2 rounds after the Charge is attached, or if activated by the Remote Detonation feature, the target takes 2d8 force damage per satchel charge attached to it. |
|
Thermite Charge |
Charge |
Satchel Charge |
2 rounds or instant upon Remote Detonation |
5 ft |
Make a melee spell attack, on a hit you attach 1 Thermite Charge to the target. You may have up to 3 Charges attached to a single target at once. 2 rounds after the first Charge is attached, or if activated by the Remote Detonation feature, the target takes 2d6 fire damage per Thermite Charge attached to it. The target must also make a Dexterity Saving throw. On a failure the Thermite Charge continues to burn for 1d6 damage per round. At the end of each of the targets turns they may repeat the saving throw. On a success the Thermite is patted out and no longer does damage. |
|
Land Mine |
Mine |
None |
Instant upon activation |
5 Ft |
Using an action you place and arm a land mine in an unoccupied 5 ft space within range. The first creature who enters this space must make a Dexterity saving throw. On a failure the mine explodes dealing 1d8 piercing damage and 1d8 fire damage. If the creature succeeds by 5 or less they take no damage but the mine remains active. If the creature succeeds by 6 or more they are able to deactivate the mine and it loses its potency and is lost. |
|
Cryo Mine |
Mine |
Land Mine |
Instant upon activation |
5 ft |
Using an action you place and arm a Cryo Mine in an unoccupied 5 ft space within range. The first creature who enters this space must make a Dexterity saving throw. On a failure the mine explodes into a 10 ft radius sphere of freezing mist and any creatures within this range are frozen in place gaining the Petrified condition. The ice block that forms around the creature remains for 5 rounds or until the creature is hit by an attack or spell effect. |
The damage of your Explosive Devices gains one additional die at 5th, 9th, and 13th Level.
Cryo Mine
Using an action you place and arm a Cryo Mine in an unoccupied 5 ft space within range. The first creature who enters this space must make a Dexterity saving throw. On a failure the mine explodes into a 10 ft radius sphere of freezing mist and any creatures within this range are frozen in place gaining the Petrified condition. The ice block that forms around the creature remains for 5 rounds or until the creature is hit by an attack or spell effect.
Flash Bang
Using an action you toss a flash bang toward a 5 foot space that you can see within 30 feet. Any creatures within a 10 ft radius sphere of the Flash Bang must make a Constitution saving throw. On a failure the creature is blinded and deafened until the end of its next turn. On a success the creature is not affected.
Hand Grenade
Make a ranged spell attack against a target that you can see within 30 feet, on a hit the target and each target within 5 ft of the original take 2d6 + your Intelligence modifier fire damage.
Land Mine
Using an action you place and arm a land mine in an unoccupied 5 ft space within range. The first creature who enters this space must make a Dexterity saving throw. On a failure the mine explodes dealing 2d8 + your Intelligence modifier fire damage to all creatures and structures within a 5 foot radius. If the creature succeeds by 5 or less they take no damage but the mine remains active. If the creature succeeds by 6 or more they are able to deactivate the mine and it loses its potency and is lost.
Satchel Charge
Make a melee spell attack against a creature or structure within range, on a hit you attach 1 Satchel Charge to the target. You may have up to 3 Charges attached to a single target at once. 2 rounds after the Charge is attached, or if activated by the Remote Detonation feature, the charge explodes and the target takes 2d8 + your Intelligence modifier force damage. If a creature has an un-detonated Charge attached to them at the beginning of their turn they may spend their action to attempt to remove it. The creature must make a Strength saving throw against your spell save DC. On a success the Charge is removed and becomes inert. On a failure the charge detonates immediately.
The damage of this device is increased at higher levels.
Smoke Grenade
As an action you hurl a smoke grenade toward a 5 foot space that you can see within 30 feet. When the grenade lands it explodes in a 30 ft radius sphere of dense, black smoke. The smoke spreads around corners and the area of the smoke is heavily obscured. The smoke lasts for 5 rounds or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
Thermite Charge
Make a melee spell attack against a creature or structure within range, on a hit you attach 1 Thermite Charge to the target. You may have up to 3 Charges attached to a single target at once. 2 rounds after the Charge is attached, or if activated by the Remote Detonation feature, the target takes 2d6 fire damage. The target must also make a Dexterity Saving throw. On a failure the Thermite Charge continues to burn for 1d6 damage per round up to 3 rounds. At the end of each of the target’s turns they may repeat the saving throw. On a success the Thermite is patted out and no longer does damage. If a creature has an un-detonated Charge attached to them at the beginning of their turn they may spend their action to attempt to remove it. The creature must make a Strength saving throw against your spell save DC. On a success the Charge is removed and becomes inert. On a failure the charge detonates immediately.
Deadly Daisy Chain
Starting at 5th Level, When ever one of your Explosive Devices detonates on a target, any other Explosive Device attached to the target or in its space are also detonated.
Remote Detonation
Also at 5th level you gain the ability to use your arcane power to remotely detonate one of your Explosive Devices that you can see within 30 feet of you as a bonus action. Detonating an explosive in this way causes its effects to immediately take place.
Mobile Blast Shield
Starting at 9th level you have witnessed the devastating effects of your explosives often enough to realize you need something to hide behind. During the time that you use as part of a long rest to create your Explosive Devices you can craft a Mobile Blast Shield. Doing so requires 50 GP worth of materials. This blast shield is 5 feet long, 5 feet high and 6 inches thick. It has 50 HP and an AC of 18.
As an action you can deploy or tear down your Mobile Blast shield. There is enough space behind the blast shield for one medium sized or two small creatures to take cover. Standing directly behind the blast shield grants advantage on any Dexterity, Strength or Constitution saving throw caused by an area of effect that could be blocked by the shield (i.e a Fireball or Cone of Cold spell). Additionally, the Blast Shield provides up to three-quarter cover against ranged weapon attacks that originate from in front of it. The DM has final discretion on whether or not the shield blocks an incoming attack. Any damage that is blocked by the shield is taken by the shield. When the Mobile Blast Shield's HP reaches 0 it crumbles to pieces and is destroyed.
If your Mobile Blast Shield is damaged, you may repair it as part of a short rest as long as it has half of its HP remaining or more. Doing so costs half as much GP as creating a new shield from scratch. If the shield is below half HP you must instead build an entirely new shield, as normal, during a long rest.
Perfected Blue Prints
Starting at 15th Level your familiarity with your blueprints and with your Devices has led you to design in several improvements.
Your Explosive Devices gain the following benefits:
- If the device deals damage its damage dice increases by one step (i.e. d6s become d8s, d8s become d10s).
- If the device causes a status effect that lasts a specific number of rounds the duration is extended by your Intelligence modifier number of rounds.
Your Mobile Blast Shield gains the following benefits:
- Your blast shield now has 100 + your Constitution modifier HP.
- Your blast shield is now 10 feet long and can provide protection to up to 2 medium creatures or 1 large creature.
- If you would normally take half damage from an effect due to a successful saving throw you now take no damage when using the Shield for cover.
- If you would normally take full damage from an effect due to a failed saving throw you now take half damage when using the Shield for cover.
Previous Versions
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8/30/2020 6:56:12 AM
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Coming Soon
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6/19/2022 10:10:14 PM
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49
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Coming Soon
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