Base Class: Artificer
A Demolitionist specializes in making absolute destruction an art form. Using their explosives imbued with raw magical force, they control the battlefield, debilitating enemies and destroying all who stand in the radius of their explosives— even their allies, if they’re not careful enough. Demolitionists take pride in forward preparation, making modifications to their gear before battles, and often set up a minefield of death and destruction before the first sword is even unsheathed. If ever you find yourself next to a demolitionist, take care to watch your step— there’s sure to be a discarded mine laying around somewhere.
Tool Proficiency
You gain proficiency with alchemist's supplies. If you already have this tool proficiency, you gain proficiency with one other type of artisan's tools of your choice.
Demolitionist Spells
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.
| Artificer Level | Spell |
|---|---|
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3rd |
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5th |
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9th |
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13th |
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17th |
Arcane Explosives
At 3rd level, you learn how to create a magical explosive device in the form of either a grenade or a mine. At the end of a short or long rest, you can use alchemist's supplies or tinker's tools to craft an arcane explosive that takes the form of a tiny object with 10 AC and 1 hit point. It is immune to poison and psychic damage, and all conditions. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). If the Arcane Explosive is destroyed, it detonates immediately. You may also expend a spell slot to magically create an arcane explosive as an action, so long as you have a hand free to materialize it in. The level of the spell slot used must be greater than or equal to the amount of modifications added to the explosive.
When you create the Arcane Explosive, you can customize its properties at your leisure. Choose whether it takes the form of a mine or a grenade, as well as one Arcane Modification to apply to it. When you reach 5th, 9th and 15th level in this class, you can add additional Arcane Modifications to it, with two modifications at 5th level, three modifications at 9th level, and four modifications at 15th level. You may have a number of arcane explosives at a time equal to your proficiency bonus at one time. If you create another while you are at your maximum, the oldest one ceases to function.
| Arcane Explosive | Effect |
|---|---|
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Mine |
You may plant this unprimed explosive on the ground, a wall, or a creature as an action. At the beginning of your next turn, the explosive is primed and ready to use, after which it detonates whenever a creature starts its turn or moves within 5ft of it. You may also use a bonus action to detonate any amount of active mines at the same time. Each creature within 20ft of it must make a dexterity saving throw against your spell save DC or take 4d6 fire damage on a failed save and half as much on a successful one. |
|
Grenade |
As an action, you may throw this explosive at a point within 60ft. Each creature within 10ft of it must make a dexterity saving throw against your spell save DC or take 3d6 fire damage on a failed save or half as much on a successful one. |
Arcane Modifications
When you create your Arcane Explosives, you can modify them to suit your needs according to the situation. When you choose this specialization at 3rd level, you learn two of the following Arcane Modifications of your choice. You gain two additional Arcane Modifications at 5th level, 9th level, and 15th level respectively. Each time you gain a level in this class, you may exchange one of the Arcane Modifications you know with another one of your choice.
Blasting Explosive
This explosive's blast radius increases by 5ft.
Buster Explosive
This explosive does five times as much damage to nonmagical objects.
Contained Explosive
This explosive's blast radius is reduced by 10ft. If used on a grenade, it's now treated as a ranged spell attack with a range of 60ft. The target does not take half damage on a miss, and if an effect would require a creature to fail its save to apply, it instead applies on a hit.
Crippling Explosive
A creature that fails its save against this explosive has its speed reduced by 10 until the end of its next turn.
Debilitating Explosive
A creature that fails its save against this explosive has disadvantage on its next attack roll or strength check until the end of its turn.
Disorienting Explosive
A creature that fails their save against this explosive has disadvantage on the next initiative check they make in the next minute.
Elemental Explosive
You may change this Arcane Explosive's damage type from fire to your choice of acid, cold, lightning, poison, or thunder.
Propelled Explosive
If the explosive is a mine, you may attach it to a creature or surface from 30ft away. If the explosive is a grenade, you may now throw it to a point 120ft away.
Repulsing Explosive
A creature that fails its save against this explosive is pushed 10ft away from it in a straight line.
Smoke Explosive
The radius within the explosive is heavily obscured until the end of your next turn, or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
Enhanced Explosions
At 5th level, your Arcane Explosives increase in power and potency. When you consume a spell slot to create an Arcane Explosive, it deals an extra 1d6 damage for each slot level above 1st.
Advanced Modifications
At 9th level, your modifications grow in complexity and viability. You learn two of the following Advanced Modifications of your choice. If you use a spell slot to create an Arcane Explosive, you must use a spell slot of 3rd level or higher to add an Advanced Modification to it. You may only have one Advanced Modification on an explosive at a time. Each time you gain a level in this class, you may replace an Advanced Modification with another of your choosing.
Epic Explosive
This explosive's blast radius increases by 15ft.
Hidden Explosive
This explosive is undetectable by divination magic and cannot be found by nonmagical means. It may take the form of any tiny nonmagical object of your choosing, the value of which cannot exceed 50gp. Any creature that makes a saving throw against this explosive that is not in combat with you rolls the saving throw with disadvantage.
Potent Explosive
This explosive does an additional 3d6 damage.
Spelldrawing Explosive
A creature that fails its saving throw against this explosive has disadvantage on the next saving throw it makes against a spell or spell effect.
Stunning Explosive
A creature that fails the save against your explosive is stunned until the end of your next turn.
Versatile Explosive
You may change the saving throw on an explosive to require Strength or Constitution, your choice, rather than Dexterity.
Demolition Expert
At 15th level, your knack for blowing things up has reached its all-time peak. The maximum amount of Arcane Explosives you can carry is doubled, and you can create up to three Arcane Explosives upon finishing a short or long rest. Additionally, you can have any creatures of your choice within the range of your Arcane Explosive's blast automatically succeed on their saving throw against it, and take no damage if they would usually take half.
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