Artificer
Base Class: Artificer

Bombardiers are specially trained in the handling and use of thrown weapons, grenades, and powerful magical explosives. Starting from third level onward, Bombardiers become capable of crafting and using a growing array of Grenades and other thrown weapons with great efficiency.

Chemical Engineer

3rd-level Bombardier feature

You gain proficiency with alchemist’s supplies. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

Bombardier Spells

3rd-level Alchemist feature

You always have certain spells prepared after you reach particular levels in this class, as shown in the Alchemist 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

hellish rebuke, magic missile

5th

Continual Flame, Heat Metal

9th

Ashardalon's Stride, Fireball

13th

Fire Shield, Gravity sinkhole

17th

Arcane Hand, Destructive Wave

Explosive Engineering

3rd-level Bombardier feature

You can craft grenades of various kinds. You learn how to craft three grenades of your choice, from among the types described below, and each time you gain a level in this class, you can replace one grenade you know with a different one from this feature. At 7th level, 10th, and 15th this number increases by two, to a maximum of 9 different grenades.

During a Long or Short rest, you can, with appropriate materials on hand, craft Grenades equal to 1d2 times your Artificer level during a short rest, or 1d8 times your Artificer level during a long rest. Crafting any grenade requires an appropriate container, such as a Vial for Magic-like Flasks or a  Steel Can or Stone shell for explosive Grenades, elemental ingredients for enchanted versions or dross/shrapnel for non-magical grenades, plus either gunpowder or blasting powder and an ignition cap. Ignition caps can be purchased at a rate of 10 GP for a pouch of 100 caps, or crafted at a rate of 100 caps per 0.1 pounds of blasting powder. Ignition Caps can be Fuse-style[timed delay] or Impact-style[detonates on impact].

The following grenades are available to you when you learn how to craft a new grenade. If a grenade has a level requirement, you must be at least that level in this class to learn the rune. Grenades are treated as spells for the purpose of Save DCs. A successful save reduces the damage by half.

The Blast Radius of all grenades is equal to 10 + your Artificer level in feet.

All grenades have a base damage of 1d4+your Artificer level, modified by your Intelligence. This increases to 2d4 at 7th level, 1d12 at 12th, and 2d12 at 15th, with your Artificer level bonus doubled. Beyond that, the main differences are their damage type, and secondary effects.

SPECIAL NOTE:

At level 20, you gain the ability to craft ONE special grenade known as a Weapon of Mass Destruction. You may only keep ONE of these and cannot create another. Your DM will be the one to say when it is allowed to be used. Using one willy-nilly is considered a War Crime in all universes.

Arcane Bandolier

5th-level Bombardier Feature

At 5th level you gain proficiency in Leatherworking tools and the ability to craft an Arcane Bandolier. The Arcane bandolier is treated as a spellcasting focus and allows you to hold any ammunition, including your grenades, as if they were weightless.

Land Mines

9th-level Bombardier Feature

You've mastered the complexity of explosives in their many forms, chemical and magical alike. Now, you've figured out how to use impact-triggered ignition caps and simple hewn stone to craft land mines.

Land Mines trigger just like normal Grenades but now do so once someone steps on them. It's a DC23 Perception check to notice one, and takes 3 turns/18 seconds to safely disarm one outside of combat. Disarmed land mines can still be used as impact-triggered grenades.

Explosives Mastery

15th-level Bombardier feature

Because of your extensive knowledge of bombs of various kinds, you and your allies, thanks to your training, now have Advantage on saving throws VS explosives, both mundane and magical, including your own bombs. If they're your own explosives specifically, the save DC is also reduced by half.

Previous Versions

Name Date Modified Views Adds Version Actions
7/20/2022 7:21:22 PM
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