Base Class: Artificer
A clockwork engineer crafts ticking time bombs. A young arcane researcher pressed into service manufactures eldritch grenades. The bombardier uses his expertise in magical devices to an explosive end. Master bombardiers can blast entire formations of enemies. They can punch holes through castle walls, bombard large swathes of the battlefield, or flush out foes from hiding with a remote-controlled explosive device.
Bombardiers combine blasting powder with various alchemical reagents to create arcane bombs. They select which fuse and payload to use for each bomb at the beginning of the day. Fuses modify when and how your bomb triggers, and payloads deliver the explosive punch with various secondary effects. This allows the bombardier to create dozens of combinations of fun and useful explosives for any adventuring situation.
Bombardiers, are also known as arcane bombers, spell bombers, or grenadiers. Unlike other artificers, they are fascinated by the arcane and chemical reaction behind every detonation. Their skills variously find use among tunnelers, miners, and militaries. They excel at blasting multiple enemies in an area at once. They are effective as back line artillery, but most bombardiers also employ a melee or ranged weapon to conserve their blasting powder, waiting for their foes to huddle together. Once they see the perfect moment, they send a well-packed gift rolling in.
Skill Proficiency
3rd-level Bombardier feature
You gain proficiency with one additional artificer skill of your choice from among those available to you at first level.
Bombardier Spells
3rd-level Bombardier feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Bombardier Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Bombardier Spells
| Artificer Level | Spell |
|---|---|
|
3rd |
|
|
5th |
|
|
9th |
|
|
13th |
|
|
17th |
Arcane Bombcraft
3rd-level Bombardier feature
You learn to create special arcane bombs from a mixture of blasting powder and various alchemical reagents. Whenever you finish a long rest, you can create a number of arcane bombs equal to your Proficiency Bonus (PB) + half your Intelligence modifier, rounded down (minimum of +1). You can also create additional arcane bombs by expending a spell slot of 1st level or higher for each one.
Creating an arcane bomb requires you to have tinker's tools on your person. When you do so, you use your action to create the bomb in your hand, and you choose the bomb's effects by selecting bomb components. Each bomb is made with one of each type of bomb component: the fuse and the payload, detailed below. Any bomb you create with this feature lasts until detonated, destroyed, or until the end of your next long rest. Arcane bombs are fueled by your magic and cannot be used by any creature other than you. While handled by others, the bombs are inert.
As an action, you can draw, arm, and hurl an arcane bomb to a point within 30 feet. When triggered, the bomb explodes in a 10-foot cube and anything in the area is subjected to it's payload's effect. If a payload requires a creature to make a saving throw against its effect, the save DC is 8 + your Proficiency Bonus (PB) + your Intelligence modifier. Also, you can choose a number of creatures in the bomb's area equal to your Intelligence modifier. These creatures automatically succeed their saving throw against your arcane bomb's effect.
An arcane bomb is a Tiny object with AC 14 and 5 hit points. It is immune to poison and psychic damage. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). If it is reduced to 0 hit points, the arcane bomb is destroyed without triggering its payload.
Bomb Components
3rd-level Bombardier feature
When you create your arcane bombs, you decide how they will behave based on their construction. Arcane bombs are comprised of two parts: the fuse and the payload. The fuse determines when the bomb is triggered, and the payload is whatever substance explodes from the bomb. The following options are available to you at this level:
Fuses
Every arcane bomb you construct has one of the fuse types known to you. You select which fuse an arcane bomb will use when you construct it. Fuses determine the condition which causes the arcane bomb to explode.
Impact. When you throw this bomb, make a ranged spell attack against a creature or object within 30 feet. On a hit, the target gains disadvantage on saving throws against the bomb's payload. Hit or miss, the payload then explodes where you choose, but the blast area must contain the target creature.
Long Fuse. This fuse detonates the arcane bomb after a long delay. When you throw this bomb, you can arm the fuse to explode after 1 round or after 1 minute. Once the time is expired, the bomb explodes at the beginning of your next turn.
Short Fuse. This fuse is designed to detonate just above the heads of the enemy. Creatures caught within the blast area do not benefit from half or three-quarters cover against the payload, and prone creatures roll their saving throw against the payload's effect with disadvantage.
Payloads
Each arcane bomb you construct has a single payload. You choose what payload an arcane bomb will use when you construct it. If a payload requires a creature to make a saving throw against it's effect, the save DC is 8 + your Proficiency Bonus (PB) + your Intelligence modifier.
Caustic Jar. Each creature in the bomb's area must make a Dexterity saving throw. On a failure a creature takes 3d6 acid damage and is coated in sticky acid. At the start of the creature's next turn, it takes acid damage equal to half your artificer level (rounded down) and the effect ends. On a success, a creature takes half the initial damage and isn't coated.
Oil Pot. Each creature in the bomb's area must make a Dexterity saving throw. On a failed save a creature takes 3d8 fire damage and catches on fire. On a success, a creature takes half damage and doesn't catch on fire. A creature on fire takes 1d8 fire damage at the end of its turn until it or an ally within 5 feet of it uses an action to smother the flames.
Shrapnel Grenade. Each creature in the bomb's area must make a Strength saving throw. On a failed save, a creature takes 3d8 piercing damage and is pushed 5 feet away from the center of the explosion and knocked prone. On a success, a creature takes half damage and isn't moved or knocked prone.
Staunching Spray. Each creature in the bomb's area is sprayed with a soothing healing mist and regains 3d4 hit points. If a creature remains in the bomb's area, they regain an additional 1d4 hit points at the start of your next turn.
Battle Bomber
5th-level Bombardier feature
You master the art of quickly assembling and throwing bombs in the midst of combat. You gain the following benefits:
- Whenever you take the Attack action, you can throw an arcane bomb as a bonus action.
- When you use your action to throw an arcane bomb, you can use your bonus action to make one weapon attack.
- You can spend 1 minute with your tinker's tools to change the fuse and payload of one of your current arcane bombs.
Advanced Components
9th-level Bombardier feature
Your bombs become more potent, enhancing their damage and radius. The size of your arcane bomb's blast area increases to a 15-foot cube, and the damage of your arcane bombs' payloads increase by one damage die.
Additionally, you learn new components to use when constructing your arcane bombs, greatly expanding your arsenal. These options become available to you at this level:
Fuse
Proximity. You craft a tremor sensor for the bomb. Once armed, the bomb automatically detonates when a creature other than you moves within 5 feet of it.
Remote. You arm the arcane bomb to only detonate when ordered. After you throw it, you can use a bonus action on your turn to detonate the arcane bomb if you are within 150 ft.
Rocket. You affix a rocket booster to your bomb. The range of this arcane bomb increases to 500 feet, and detonates when it reaches its destination or hits something in its path.
Payload
Concussion Grenade. Each creature in the bomb's area makes a Constitution saving throw. On a failure, a target takes 4d6 force damage and is stunned until the end of your next turn. On a success, a creature takes half damage and isn't stunned.
Flash Powder. Each creature in the bomb's area makes an Intelligence saving throw. On a failed save, a creature is blinded for 1d4 rounds, or 1 round on a successful save.
Freezer Bomb. Each creature in the bomb's area makes a Strength saving throw. On a failure, a target takes 3d8 frost damage and is restrained until the end of your next turn. On a success, a creature takes half damage and isn't restrained.
Noxious Smoke. Each creature in the bomb's area makes a Constitution saving throw. On a failure, a target takes 4d6 poison damage and is poisoned for 1 minute. On a success, a creature takes half damage and is not poisoned. The smoke lingers in the blast area for 1 minute, and when a creature starts their turn in the area or moves into the area on their turn, they must make a new saving throw against the effect.
Specialized Ballistics
15th-level Bombardier feature
You learn to upgrade your bombs for more specialized purposes. The damage rolls of your arcane bomb's payloads increase by an additional die. Once per short rest, you can benefit from one of the following options:
Cluster Barrage. When you throw an arcane bomb, you can choose to transform the bomb into a cluster of four smaller explosives and throw them all at once. Each bomb has a 10-foot square blast area and is constructed with components identical to the original bomb. You choose where each bomb lands within range. Blast areas can overlap but no two bombs may land more than 30 feet apart.
Bunker Buster. When you throw an arcane bomb, you can modify it to have a concentrated area of effect. Both the arcane bomb's throw range and blast area are 5 feet. The arcane bomb deals three times the payload's initial damage. Against objects, structures, and constructs, the bomb deals four times the damage.
Clockwork Seeker. When you throw an arcane bomb, you can install a mechanism to your arcane bomb to grant it mobility. You choose to grant the bomb either a walking, swimming, or flying speed of 30 feet. You can see from the bomb's perspective, and you can use a bonus action on your turn to order it to move. You can choose to detonate the bomb remotely as part of the same bonus action if you are within 150 feet of it.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
1/8/2023 2:36:13 AM
|
55
|
13
|
1.0
|
Coming Soon
|
-
View User Profile
-
Send Message
Posted Aug 21, 2023No, throwing a bomb is an action, but its not the Attack action. So you could make a weapon or spell attack, and then throw a bomb as a bonus action, or vice versa.
-
View User Profile
-
Send Message
Posted Aug 18, 2023I'll be trying this homebrew in an upcoming campaign, I'll let you know how it goes!
Also, a question about "Battle Bomber" does:
mean you can throw 2 bombs?