Base Class: Artificer
Anarchist artificers thrive in controlled chaos. They are adaptable and dangerous, using explosives to create ideal environments for them to thrive. They are careful planners, setting up the battlefield to create the perfect scenario for them, while plunging all else into chaos.
Tools of the Trade
You gain the following benefits
Weaponry Training. You gain proficiency with martial weapons.
Tool Proficiency: You gain proficiency with Thieves tools. If you already have this proficiency, you gain proficiency with one other type of Artisan’s Tools of your choice.
Explosive Handling: Whenever you deal damage with non-magical consumable items(such as acid or Alchemist fire) or set a damage dealing trap, you may add your intelligence modifier to the damage. Additionally the time and gold cost for the materials required to create such items is halved.
Anarchist Spells
You always have the following spells prepared and they do not count against your maximum number of spells known
| artificer Level | Spells |
|---|---|
| 3rd | Fog cloud, Grease, Alarm |
| 5th | Pass Without Trace, Shatter |
| 9th | Leomund's Tiny Hut, Glyph of Warding |
| 13th | Fire shield, Hallucinatory Terrain |
| 17th | cloud kill. Wall of Stone |
Anarchist’s Explosives
When you complete a long rest, you can create a number of Anarchist explosives equal to your intelligence modifier(minimum of 1). These explosives are small or tiny objects. WHen you create them, you choose the type from the list below. You may also, as an action, expend a spell slot to create an explosive of a type of your choosing.
When an explosive detonates, all creatures within 10 feet of it must make a dexterity saving throw against your spell save dc. On a failed save, a creature takes 2d6 + your intelligence modifier fire or thunder damage(your choice when you create the explosive). They take half as much on a success
Your explosives vanish when you complete a long rest
The types of explosive are:
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Impact: When you take the attack action, you can replace one of your attacks with throwing this explosive up to 30 feet. The explosive detonates at your targeted location
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Trap: As an action, you plant this explosive at a location within 5 feet of you. When a creature you can see ends their turn within 10 feet of this explosive, you may use your reaction to detonate this explosive.
-
Alarm: When you cast the Alarm spell, you may place this explosive within the location of the spell. If the explosive is moved from the area of the spell, it is destroyed. When the alarm spell is activated, the explosive detonates. Explosives of this type will not vanish when you complete a long rest, once they are set up. They will vanish when the alarm spell ends
Trap Setter
When you cast alarm as a ritual, you can use its normal casting time instead of the ritual casting time. If you use a spell slot to cast alarm, you can cast it as an action instead.
Level 5: Extra Attack
You can attack twice instead of once whenever you take the attack action on your turn.
Level 9: Anarchist's Cookbook
Your ability to create explosives increases. Now, your explosives deal 3d6+your intelligence modifier damage
Additionally, Whenever you create an explosive you can choose to add one of the following payload modifiers to it
- Concussion: Creatures which fail their saving throw are knocked prone and are pushed 5 feet away from the explosive
- Demolition: The explosives deal double damage to all structures and objects within their area.
- Flashbang: Creatures that fail their saving throw are blinded and deafened until the start of your next turn. Additionally, you may choose to have explosives with this payload modifier not do damage.
- Incendiary: All flammable objects within the explosives range when it is detonated are set on fire. All creatures who fail their saving throw are set ablaze, taking 1d6 fire damage at the start of each of their turns for one minute, or until they or another creature within 5 feet of them uses their action to douse the flames
Level 9: Experienced with explosives
When you're subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw and only half damage if you fail. You can't use this feature if you have the Incapacitated condition.
Level 15: The Doomsday Device
You gain the ability to make an extremely powerful bomb. At the end of a long rest, you create your doomsday device, choosing a bomb type as if it were a normal anarchist explosive. If you make it an impact bomb, its range increases to 120 feet. When you create it, you may choose any number of payload modifiers to add to it. You may only create one of these bombs per long rest. Its radius is also increased to 20 feet.
This bomb, upon detonating, deals 8d10 damage and all creatures that fail their saving throw against it are stunned until the start of your next turn.
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