Base Class: Artificer
When the oligarchs want to manufacture a social movement, or better yet, stop one in its tracks, they must first bring in the big guns. The paid protestors. The Agent Provocateur. This Artificer hybrid class is a trap making, bomb-making, social-media dynamo. The Compensated Anarchist will happily throw a Molotov through a window one moment and step in front of a camera to plead for the violence to stop the next. Experts in hand-to-hand and dirty tactics, the Compensated Anarchist only suffers when it comes to more traditional fighting techniques.
Tool Proficiency
3rd-level Compensated Anarchist feature
You gain proficiency with tinker's tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Agent Provocateur
Starting at the 3rd level, your manipulative and chaotic nature has given you an edge against those trying to figure out your motives. You gain expertise in the deception skill.
Create Explosive
3rd-level Compensated Anarchist feature
You've learned how to create magical and non magical explosives. Using woodcarver’s tools or smith’s tools, you can take an action to magically create a Handmade Explosive, Molotov Cocktail, or Smoke Grenade in an unoccupied space on a horizontal surface within 5 feet of you.
Once you create an explosive, you can’t do so again until you finish a long rest or until you expend a spell slot to create one.
Explosive Types
| EXPLOSIVE | EFFECT |
|---|---|
|
Handmade Explosive |
This Handmade Explosive can be thrown up to 30 feet in any direction, upon impact with a creature or solid object it explodes, dealing 4d6 bludgeoning damage in a five foot sphere. |
|
Molotov Cocktail |
This Molotov Cocktail can be thrown up to 30 feet in any direction, upon impact with a creature or a solid object it explodes, dealing 2d6 fire damage in a 15 foot diameter sphere on a failed save and half as much on a success. |
|
Smoke Grenade |
This Smoke Grenade can be thrown up to 30 feet in any direction, upon impact with a creature or a solid surface it explodes in a puff of smoke. This smoke covers the space in a 30 foot sphere, heavily obscuring the area. The smoke disperses after a minute. |
Resiliency
5th-level Compensated Anarchist feature
Your many bomb making accidents escapades have given you resiliency to bombs and the like. You gain resistance to non-magical bludgeoning, piercing, slashing, and fire damage. You also have advantage on constitution saving throws used to hold your breath.
Advanced Explosives
9th-level Compensated Anarchist feature
Your knowledge of magical and non magical explosives has expanded, giving your explosives more potency and variety. Using woodcarver’s tools or smith’s tools, you can take an action to magically create a Crackle Grenade, a Remote Detonated Explosive, a Nepalm Cocktail, an Anti-Magic Bomb, a Choking Smoke Grenade, or a Healing Grenade in an unoccupied space on a horizontal surface within 5 feet of you.
The explosives last for one hour or until they are used. Once you create an explosive, you can’t do so again until you finish a long rest or until you expend a spell slot to create one.
Improved Explosive Types
| EXPLOSIVE | EFFECT |
|---|---|
|
Crackle Grenade |
This Crackle Grenade can be thrown up to 60 feet in any direction, upon impact with a creature or solid object it explodes, creatures in a 30 foot cone from the point of impact must make a Dexterity saving throw dealing 6d6 bludgeoning damage of a failed save and half as much on a successful save. |
|
Napalm Cocktail |
This Napalm Cocktail can be thrown up to 60 feet in any direction, upon impact with a creature or a solid object it explodes. Creatures within a 30 foot diameter sphere originating from the point of impact must make a Dexterity saving throw, dealing 4d6 fire damage on a failed save and half as much on a success. Creatures who fail the save take 2d6 fire damage at the start of each of their turns for the next minute or until they spend a turn removing the burning Napalm. |
|
Choking |
This Choking Smoke Grenade can be thrown up to 60 feet in any direction, upon impact with a creature or a solid surface it explodes in a puff of choking green smoke. This smoke covers the space in a 60 foot sphere, heavily obscuring the area and making creatures unable to breathe within the affected area. The smoke disperses after five minutes. |
New Explosive Types
| EXPLOSIVE | EFFECT |
|---|---|
|
Remote Detonated Explosive |
This beautiful device of destructive technology can be thrown up to 60 feet in any direction or set in place, upon impact with a creature or solid object or when the artificer chooses it, it explodes. Dealing 4d6 bludgeoning damage in a 15 foot sphere on a failed save and half as much on a success, as well as 4d6 more bludgeoning damage to buildings or solid objects. This explosive is much more stable than its counterparts, it can last for up to 7 days. |
|
Anti-Magic |
This Anti-Magic Bomb can be thrown up to 60 feet in any direction, upon impact with a creature, a solid object, or when the artificer chooses it activates, spreading an anti-magic field in a 30 foot sphere. The sphere lasts for 1 minute and can be picked up and moved. |
|
Healing |
This Healing Grenade can be thrown up to 60 feet in any direction, upon impact with a creature or a solid surface it explodes in a puff of shimmering red smoke. This smoke covers the space in a 30 foot sphere, heavily obscuring the area. Creatures within the sphere regain 2d12 hitpoints at the start of each of their turns. Undead creatures within the sphere take 4d12 radiant damage at the start of each of their turns. The smoke disperses after a minute. |
Explosive Juggernaut
15th-level Compensated Anarchist feature
Your resiliency has reached a new level, you are immune to damage from your own bombs, and your bombs damage now count as magical damage for the sake of overcoming non-magical resistances.
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Posted Oct 3, 2025I strongly feel this subclass should include extra attack at leve 5. Maybe even a bonus unarmed attack at level 3 also.