Base Class: Artificer
Devastation. Destruction. Total and utter carnage. Sometimes that is what you need, and few can truly live up to such violent expectations. Those that can channel such cataclysmic energies are whispered about on the front lines, parlayed with in royal courts, and begged for when all seems lost. They are simply known as demolitionists. Masters of explosives and strategic planning, they excel in tactical strikes and reigning pure chaos on their foes.
Bonus Proficiencies
You gain proficiency with Calligrapher's Supplies and Cartographer's Tools. If you already have these proficiencies, you gain proficiency with two other types of artisan’s tools of your choice.
You also gain proficiency with [Tooltip Not Found]s.
Demolitionist Spells
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 |
|---|---|
|
3rd |
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5th |
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9th |
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13th |
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17th |
Explosive Strike
At 3rd level, you can empower your weapon attacks with destructive energy. As a bonus action, you can cause your next weapon attack to deal an additional 1d6 force and 1d6 thunder damage. Objects and structures take double the damage from your explosive strike and the original attack.
You can use this ability an amount of times equal to your proficiency bonus per long rest.
When you reach 7th level, 13th level, and finally 18th level, the damage for each increases by 1d6.
Tactical Positioning
Also at 3rd level, you always know the optimal position to strike from. On your first turn in combat, your movement speed increases by 10 feet, and you do not provoke opportunity attacks.
Extra Attack
At 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.
Concussive Blast
At 9th level, your explosive yield is enough to knock foes off of their feet. When your explosive strike hits a creature, you can cause any creature within 5 feet of the original target (including the target themselves) to make a Strength saving throw against your spell save DC or be pushed 20 feet away and fall Prone.
In addition, you have been hit by many an explosion, allowing you to keep your footing even in the most unstable of situations. You are unaffected by nonmagical difficult terrain, and have advantage on saving throws to avoid being knocked Prone or moved against your will. You are also immune to being Blinded and Deafened.
Bunker Buster
At 15th level, you've learned to place destructive energy within an object you touch, releasing it at an opportune moment. As an action, you can expend a use of your explosive strike and touch a nonmagical object no larger than 5 feet in diameter. That object then becomes a carrier for your explosive energy. You choose the detonation requirements, such as impact with a creature, proximity, or your own mental command. The object will maintain stability for 12 hours, after which it will explode, destroying the object. Creatures within 30 feet of the blast must make a Constitution saving throw against your spell save DC or take your usual explosive strike damage, half on a success. Creatures in the blast radius must also make a Strength saving throw or be pushed back 60 feet and fall Prone. Objects and structures take triple the damage from this blast.
Once you use this ability, you cannot do so again until you complete a long rest.
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