Artificer
Base Class: Artificer

A Demolitionist is an adept battlefield engineer, using magic and skillful assembly to create specialized arcane detonators that devastate enemy creatures and fortifications alike. Demolitionists value the ability to move around a battlefield quickly and safely, the better to enjoy their explosive creations from a safe distance. They can be quite versatile, serving as frontlines ordnance capable of turning an assault, and with their unique focus upon fortifications and structures, they can also erect protections and provide healing for their allies. In any case, a Demolitionist is, first and foremost, a problem solver, using their surroundings and tactical knowledge against enemies. After all, why attack a foe when you can drop a building on them?

Tool Proficiency

3rd-level Demolitionist 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.

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

3rd

Thunderwave, Unseen Servant

5th

Shatter, Silence

9th

Leomund's Tiny Hut, Sleet Storm

13th

Dimension Door, Wall of Fire

17th

Passwall, Destructive Wave

Arcane Detonator

3rd-level Demolitionist feature

You have discovered the art of creating magical explosives. Using tinker's tools or alchemist's supplies, you can create an arcane detonator in your hand as an action. You can do this a number of times equal to your Intelligence modifier, regaining all uses when you take a long rest. When you create an arcane detonator, you decide what type it is, choosing from the options on the Arcane Detonators table.

 An arcane detonator is a Tiny magical object with an AC equal to 10+ your Intelligence modifier and 1 hit point. It is immune to poison and psychic damage. It lasts until it is activated or until the end of your next long rest.

 To use an arcane detonator, a creature must use a bonus action to place it on a solid surface, structure, or object that isn't being worn or carried within 5 feet of them, to which the detonator magically adheres. The detonator then activates at the end of your next turn, producing an effect based on it's type, as shown in the Arcane Detonators table. When an arcane detonator activates, it is destroyed. A detonator also activates if it is reduced to 0 hit points or if a creature attempts to remove it after it has been placed.

Arcane Detonators

Explosive Detonator

The detonator releases a powerful explosion in a 10-foot radius. Creatures within that area must make a Dexterity saving throw against your spell save DC, taking 3d6 magical bludgeoning damage on a failed save, or half as much on a success. Structures and nonmagical objects that aren't being worn or carried take double damage if they are in the detonator's area of effect.

Healing Detonator

The detonator emits a wave of healing force in a 10-foot radius. Creatures of your choice within that area regain 2d4 hit points.

Incendiary Detonator

A curtain of flame blasts out from the detonator, enveloping a 15-foot radius in searing fire. Creatures within that area must make a Dexterity saving throw against your spell save DC, taking 2d8 fire damage on a failed save, or half as much on a success. The fire also ignites flammable objects in the area that aren't being worn or carried.

Static Detonator

An electric shock bursts from the detonator in a 10-foot radius. Creatures within that area must make a Constitution saving throw against your spell save DC, taking 1d8 lightning damage on a failed save, or half as much on a success. A creature who fails their saving throw also has disadvantage on ability attack rolls and saving throws until the end of your next turn.

 

Demolitions Expert

Starting at 5th level, your attacks and artificer spells deal double damage to objects and structures.

Combat Engineer

Your experience as a demolitionist has trained you to better move around a battlefield to us your arcane detonators. You can now place 2 detonators as a single bonus action, and when you use a bonus action to place at least one detonator, your movement does not provoke opportunity attacks for the rest of your turn, and you are not slowed by difficult terrain for the rest of your turn.

Optimized Detonators

After working with your arcane detonators for some time, you have honed their design to improve function and increase their effects. You gain the following benefits:

  • The damage or healing rolls of your arcane detonators each increase by one die of the type shown in the Arcane Detonators table.
  • Once per day when you finish a short rest, you can create an arcane detonator of your choice, which does not count toward your maximum arcane detonators per long rest.
  • As an action while you have at least one arcane detonator, you can cause all of your existing detonators to activate immediately, excluding yourself and a number of creatures equal to your Intelligence modifier (minimum 1) from any of their effects that you choose. You can use this feature once, and you regain all expended uses when you finish a long rest.

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