Base Class: Artificer
Demolitionists are explosive experts who specialize in the deft application of magical incendiaries. In times of war, they are valued as bombardiers and grenadiers who can set traps, break down fortifying barriers, and dispatch large groups of enemies. In times of peace, they can clear land for the creation of mines and settlements or efficiently break down decaying structures to make room for new construction.
Tool Proficiency
3rd-level Demolitionist feature
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.
Demolitionist Spells
3rd-level Demolitionist feature
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
| 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 |
Explosive Charges
3rd-level Demolitionist feature
At 3rd level, you learn how to produce magical explosives. When you finish a long rest, you can use potter’s tools or tinker’s tools to magically create a number of explosive charges equal to half your artificer level, rounded up. When you finish your next long rest, any charges you have cease functioning.
As an action, you can expend and throw one of your charges to a point you can see within 60 feet of you. When you do, you decide its type, choosing from one of the options on the Explosive Charges table. When the charge detonates, it explodes in a 10-foot radius sphere centered on the point to which you threw it. Any creature within the sphere that isn’t behind full cover must make a Dexterity saving throw against your spell save DC. Each creature that failed its saving throw, as well as any structure and object that isn’t being worn or carried, takes 2d6 force damage. A creature that succeeds on its saving throw takes half damage. The explosion emits a thunderous boom audible out to a range of 300 feet. If you have no charges, you can use potter’s tools or tinker’s tools as an action and expend a spell slot to magically create a number of charges equal to the level of the expended spell slot.
The damage of your explosive charges increases by 1d6 when you reach certain levels in this class: 5th (3d6), 9th (4d6), and 15th (5d6).
Explosive Charges
| Name | Effect |
|---|---|
|
Force Grenade |
This explosive detonates immediately upon impact with a creature or solid surface. Has a range of 60ft. |
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Proximity Mine |
The charge can be thrown only to a point on a solid surface(not a creature), onto which the charge adheres until it detonates or deactivates. The next time a creature other than you or another thrown charge comes within 10 feet of the charge, it detonates. The charge deactivates after 1 hour or when you use your action to touch the charge and deactivate it. If you use this action to deactivate it, you regain the expended charge. |
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Timed Detonation |
The charge can be thrown only to a point on the ground within 60ft. When you throw the charge, it detonates after 1 minute. At the start of your turn, you can choose for the charge to detonate early. After the end of your next turn and each of your turns afterwards for the next minute, the damage of this explosive charge increases by 1d6 to a max of 10d6. If max damage is reached the explosion radius increases to 20ft. Before it detonates, any creature that can touch the charge can use its action to throw the charge to a different point on the ground within 60 feet of it. |
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Heat Seeker |
The charge can be thrown and aimed at a certain creature. Make a ranged spell attack at a target within 60 ft of you, this explosive ignores half and three-fourths cover, and being blinded does not give disadvantage to your attack. This bomb's explosion radius is reduced to 5ft. All other creatures within 5ft of the target if the bomb hits, must make a Dexterity saving throw against your spell save DC. |
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Sticky Bomb |
Make a ranged spell attack at two creatures that you can see as your explosive charge splits in two. Instead of taking your normal explosive charge damage. They each take 1d6 plus you spellcasting ability modifier. This increases to 2d6 at level 9, and 3d6 at level 15. The explosive that is on them explodes at the beginning of their next turn. |
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Engrossed Explosion |
When you hurl this explosive charge the range is reduced to 30ft, but the explosive radius increases to 15ft. Additionally, the damage is reduced by 1d6. |
Heightened Demolition
5th-level Demolitionist feature
At 5th level, the damage from your Explosive charges increases from 2d6 to 3d6, it will increase again to 4d6 at level 9, and 5d6 at level 15.
Additionally, you may now toss an explosive charge up to 15ft away from you as a bonus action instead of needing an action to throw a charge. If you still want to throw an explosive charge up to 60ft away that still requires an action. Also, you may only throw/toss 1 explosive charge per turn, either as an action or as a bonus action.
Explosive Arsenal
9th-level Demolitionist feature
Starting at 9th level, when you use your action to throw an explosive charge, you can choose to apply one of the following modifications to it.
Flash Boom. The explosive charge deals radiant damage instead of force, and requires a Constitution saving throw instead of Dexterity. If a creature fails its saving throw against the charge, it is blinded and deafened until the end of your next turn. Once a creature makes a saving throw against this modification, it has advantage on further saving throws made against this modification for 10 minutes.
Heavy Ordnance. The explosive charge deals thunder damage instead of force damage, and deals double damage to objects and structures. The radius of the explosion is doubled, and it becomes audible out to a range of 600 feet.
Incendiary Powder. The explosive charge deals fire damage instead of force damage, gains a bonus to its damage roll equal to your Intelligence modifier, and ignites any flammable objects in the area that aren’t being worn or carried.
Rapid Freeze. The explosive charge deals cold damage instead of force damage, and requires a Strength saving throw instead of Dexterity. If a creature fails its saving throw against the charge, it becomes frozen in place, its speed becomes 0, and must use an action to break the ice at its feet. The ice may also be broken by another creature or if the enemy gets affected by fire damage the ice melts. Creatures immune to cold damage, or made of fire are unaffected by this effect.
Corrosive Splash. The explosive charge deals acid damage instead of force damage, and requires a Constitution saving throw instead of Dexterity. If a creature fails its saving throw against the charge, its AC is reduced by 1 for the next minute, unless it uses an action to wipe the acid off of its body or it is submerged in water naturally or by some spell. Creatures immune to acid are unaffected by this effect.
Static Shock. The explosive charge deals lightning damage instead of force damage. If a creature fails its saving throw against the charge, it loses its reaction until the end of its next turn.
Wither. The explosive charge deals necrotic damage instead of force damage, and requires a Constitution saving throw instead of Dexterity. If a creature fails its saving throw against the charge, it speed becomes halved until the start of your next turn. Plant typed creatures have disadvantage on this saving throw, whereas undead and constructs are immune to this effect.
Psionic Pulse. The explosive charge deals psychic damage instead of force damage, and requires an Intelligence saving throw instead of Dexterity. If a creature fails its saving throw against the charge, it becomes frightened of you until the end of your next turn. Creatures immune to psychic damage are immune to this effect.
Glorious Grenadier
15th-level Demolitionist feature
Starting at 15th level, when you finish a short rest, you can use potter’s tools or tinker’s tools to magically create a number of explosive charges up to your Intelligence modifier (minimum 1).Whenever you cast an artificer spell that deals damage in a sphere, you add an additional 1d6 damage to the spell's initial damage.
Additionally, through your knowledge of bombs and large area of effect spells. You gain immunity to the damage of your explosive charges and gain advantage on saving throws against area of effect abilities. (including both spells and innate abilities such as dragon's breath).
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