Artificer
Base Class: Artificer

The Demolitionist offers many forms and possibilities of destruction ranging from simple grenade like bombs to intricate and complex explosives that could whip out entire villages. These explosives are often infused with magic and allow the Demolitionist to unleash many kinds of spectacular displays of destruction. Most Demolitionists wear their work on their sleave with pride and the occasional gunpowder cough. They are usually covered in sot or still partially on fire, no good demolitionist keeps an attire free of holes and burn marks and they rarely keep their eyebrows. Careful when you light a tourch near them

Proficiency

At 3rd level you gain proficiency with Alchemist supplies. If you already have proficiency with Alchemist supplies, you can choose another artisan tool.

Demolition Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Demolition Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

 

Demolition Spells
Artificer Level Demolition Spells
3rd Earth Tremor, Hellish Rebuke
5th Pyrotechnics, Shatter
9th Erupting Earth, Fireball
13th Fire Shield, Vitriolic Sphere
17th Wall of Force, Flame Strike

 

Creations of destruction

After years of experience, you can create bombs out of anything. At 3rd level you gain a new option for your Magical Tinkering feature. An object altered in this way will become a bomb without changing its appearance. The object gains a new centre of mass and can be thrown 30 feet or shot with a suitable ranged weapon if it’s a piece of ammunition. When thrown or shot the object will explode upon impact but ammunition that’s been shot will still do its usual damage before exploding. Any creature within a 10-foot radius of the bomb must make a Dexterity Saving Throw using your Spell Save DC. On a failure they take 1d8 Bludgeoning damage or half as much on a success. This damage increases to 1d12 at 9th level.

The object used is destroyed in the process

Master of destruction

At 5th level you are a master of your art and know exactly how to keep important folk out of the blast area as well as yourself. You can determine which creature in the affected area of your explosions is actually caught in the destruction and which stay unharmed you also gain resistance to any damage caused by an explosion and have advantage on explosion related Dexterity Saveing Throws. Additionally all explosives made by you now count as magical for the purpose of overcomming resistances.

Definition for explosion: A violent shattering or blowing a part of something, as is caused by a bomb. Any Spell that says it causes an explosion, like Fireball, also falls under this rule.  

Devestating Craft

At 9th level you have learned how to make more advanced explosives and other Demolition Items. At the end of each long rest, you can use Alchemist Tools and 1 hour to create a number of explosives equal to your proficiency bonus. Any item build in this way is unstable and becomes inactive after a long rest, anyone except for you who tries using the item must succeed a sleight of hand check with a dc of 18 - your proficiency bonus - your Intelligence modifier. If they fail the item will detonate in their hand. The item doesn’t take any of its normal effects when detonating in this way but will instead do 1d8 bludgeoning damage to the creature holding it. Any item created by this feature is clearly homemade and any merchant sees no value in them. You create these Items out of magic, random junk and 1 gold coin per explosive. no other explicit materials are needed

List of explosives and Demolition Items (any item listed here can be found under adventuring gear in dnd beyond or the phb): 

 

End of the Fuse

At 15th level you learned that sometimes sacrifices must be made. You have build an explosive device into your body that detonates when your near death. As soon as your hit points fall to 0 or below you can choose to cause an explosion centered on yourself. Everyone in a 35 feet radius must make a Dexterity Saving Throw against your Spell Save DC. On a failed save they take 6d6 fire damage and 6d6 Bludgeoning damage or half as much on a success. You can’t use your Master of Destruction feature to keep the damage from your allies, but you can let them automatically succeed on their saves for this explosion. The explosion is built in a way that it doesn’t kill you out right, but you Automatically fail the next Death Saving throw you make. After you use this feature, you can’t use it again until you finish a long rest.

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