Artificer
Base Class: Artificer

Masters of controlled catastrophe, Demolitionists are specialized artisans who reshape the battlefield one explosion at a time. Through the meticulous blending of volatile powders, custom casings, and precise fuses, you turn raw, destructive danger into a finely tuned weapon. Why pick a lock when you can simply delete the door?
This time I used the Granted mode, because replacement didnt show it at all. I also hopefully repaired the spells
Original by: DakkaWaaagh

Level 3: Tools of the Trade

A proper demolitionist is only as good as the contents of their satchel. Long hours spent hunched over a workbench have taught you how to safely stable volatile chemicals and jury-rig complex firing mechanisms on the fly. Because your creations are inherently dangerous to handle, you've developed the steady hand and quick reflexes needed to hurl them with deadly, pinpoint accuracy before they blow.

You gain the following benefits:

Thrown Weapon Proficiency: You gain proficiency with weapons that have the Thrown property.
Tool Proficiency: You gain proficiency with Alchemist's Supplies and Tinker's Tools.
Explosive Crafting: When you craft a nonmagical explosive, the amount of time required to craft it is halved.

Level 3: Demolitionist Spells

To you, spells are not spoken incantations, but precise chemical formulas triggered by a spark of your own inner magic. Your spells manifest as physical, temporary fabrications: Faerie Fire is a scattering flare of phosphorus particles; Stoneskin is a quick-drying blast-gel that hardens over your flesh; and Wall of Force is a shimmering, pressurized containment field. You don't just cast magic—you detonate it.

When you reach an Artificer level specified in the Demolitionist Spells table, you thereafter always have the listed spells prepared.

Artificer Level Prepared Spells
3 Faerie Fire, Catapult
5 Continual Flame, Dragon's Breath
9 Ice Knife, Fireball
13 Fire Shield, Stoneskin
17 Wall of Force, Animate Objects

Level 3: Expert Sapper

To an untrained eye, a battlefield is a chaotic mess of steel and mud. To you, it is an architectural canvas waiting for the perfect ignition. Your deep understanding of physics, chemistry, and structural weak points allows you to systematically dismantle fortifications or weave volatile powders into precise, devastating payloads tailored to the shifting tides of combat.

Because of your extensive history with demolitions, you have a keen eye for demolishing structures regardless if they are magical or nonmagical, man-made or natural.

You can make a check using your History or Investigation skills to determine the weak points and integrity of a structure you can see. On a successful check, you know the weak points and integrity of the structure, and any Attacks against these weak points are Critical Hits.

Pyrotechnic Payloads

You maintain a volatile supply of specialized components used to craft and deploy custom explosives. You have a number of bomb charges equal to (2 × your Intelligence modifier) + your Proficiency Bonus. You expend your charges whenever you assemble and throw a bomb, with larger casings requiring more components. You regain all expended charges when you finish a Long Rest. Additionally, as a bonus action, you can expend a spell slot to instantly regain a number of bomb charges equal to the Spell Slot Level + 1.

As a Magic action, you can expend your required charges to magically assemble a bomb using one part of each type: Powders, Fuses, and Casings, hurling it at a creature or a point within range.

Casing Size & Scaling

Casing Size represents the total volume of Powder that can fill a Casing. The Small Casing serves as your default baseline. As you upgrade to larger Casings, the throw range decreases and the charge cost increases due to the payload's weight, but the explosion's radius expands and its damage dice multiply sequentially.

Casing Type Charge Cost Throw Range Property Scaling
Small (Size 1) 1 Charge 60 / 120 ft. (Light) Baseline Radius / 1x Dice
Medium (Size 2) 2 Charges 40 / 80 ft. Double Radius / 2x Dice
Large (Size 3) 3 Charges 20 / 40 ft. Triple Radius / 3x Dice

 

Powder Types

Powders Scaling Effects (Small / Medium / Large)
Blast Powder Deals Force damage and forces a Dexterity Saving Throw or the target is knocked prone.
• Small: 1d8 Force damage (5 ft. radius)
• Medium: 2d8 Force damage (10 ft. radius)
• Large: 3d8 Force damage (15 ft. radius)
Smoke Powder Creates a zone of heavy obscuration that lasts 1 minute.
• Small: 15 ft. radius
• Medium: 30 ft. radius
• Large: 45 ft. radius
Fume Powder Fills the area with a toxic cloud for 1 minute. A creature takes Poison damage at the start of every turn it spends inside the cloud. Additionally, any creature that enters the zone or starts its turn there must make a Constitution Saving Throw. On a failed save, it takes full damage and gains the Poisoned condition until the start of its next turn. On a success, it takes half damage and isn't poisoned.
• Small: 1d6 Poison damage (10 ft. radius)
• Medium: 2d6 Poison damage (20 ft. radius)
• Large: 3d6 Poison damage (30 ft. radius)
Glue Powder Unleashes a pressurized mass of sticky, chemical glue that coats the area. The area becomes Difficult Terrain and is Lightly Obscured. If the mixture isn't anchored between two solid masses or layered across a flat surface, it collapses on itself and ends at the start of your next turn.

The first time a creature enters the area on a turn or starts its turn there, it must succeed on a Dexterity Saving Throw or be Restrained while inside. A restrained creature can use its action to make a Strength (Athletics) check against your spell save DC to break free.

The glue is highly flammable; any 5-foot cube of glue exposed to fire burns away in 1 round, dealing 2d4 Fire damage to any creature that starts its turn in that fire.
• Small: 5 ft. radius
• Medium: 10 ft. radius
• Large: 15 ft. radius

 

Fuse Types

Fuses Effect
Short Fuse Bomb explodes immediately upon impact.
Long Fuse Bomb delayed; explodes at the start of your next turn.

Level 9: TBD

TBD

Level 15: TBD

TBD

Level 5: Munitions Specialist

Your deep understanding of physics, chemistry, and structural weak points has evolved into absolute battlefield mastery. By engineering more efficient ignition sequences and highly pressurized internal matrixes, you push your explosives past conventional limits while draining fewer resources.

You retain your ability to make a History or Investigation check to determine the weak points and integrity of a structure you can see. On a successful check, any Attacks against these weak points are Critical Hits.

Pyrotechnic Payloads

You have a number of bomb charges equal to (2 × your Intelligence modifier) + your Proficiency Bonus. You regain all expended charges when you finish a Long Rest. As a bonus action, you can expend a spell slot to instantly regain a number of bomb charges equal to the Spell Slot Level + 1.

As a Magic action, you can expend your required charges to magically assemble a bomb using one part of each type: Powders, Fuses, and Casings, hurling it at a creature or a point within range.

Streamlined Casing & Cost Scaling

Your crafting process is streamlined; bomb assembly costs are reduced by 1 (minimum of 1 charge). Throw range decreases as casing sizes get larger, but properties and damage multiply sequentially.

Casing Type Charge Cost Action Cost Throw Range Property Scaling
Small (Size 1) 1 Charge 1 Action = 1 Bomb 60 / 120 ft. (Light) Baseline Radius / 1x Dice
Medium (Size 2) 1 Charge 1 Action = 1 Bomb 40 / 80 ft. Double Radius / 2x Dice
Large (Size 3) 2 Charges 1 Action = 1 Bomb 20 / 40 ft. Triple Radius / 3x Dice
Heavy (Size 4) 3 Charges 1 Action = 1 Bomb 10 / 20 ft. Quadruple Radius / 4x Dice

 

Powder Types Matrix (Size 1 / 2 / 3 / 4)

Powders Scaling Effects
Blast Powder Deals Force damage (Dex Save or knocked prone).
• Size 1: 1d8 (5 ft. rad) | Size 2: 2d8 (10 ft. rad) | Size 3: 3d8 (15 ft. rad) | Size 4: 4d8 (20 ft. rad)
Smoke Powder Creates heavy obscuration lasting until the end of your next turn.
• Size 1: 15 ft. rad | Size 2: 30 ft. rad | Size 3: 45 ft. rad | Size 4: 60 ft. rad
Fume Powder Toxic cloud lasts 1 min. Start of turn Poison damage. Con Save or full damage + Poisoned condition until start of their next turn (else half damage, no poison).
• Size 1: 1d6 (10 ft. rad) | Size 2: 2d6 (20 ft. rad) | Size 3: 3d6 (30 ft. rad) | Size 4: 4d6 (40 ft. rad)
Glue Powder Sticky webbing (Web spell mechanics). Difficult terrain/Lightly Obscured. Dex save or Restrained. Flammable (5ft cube burns for 2d4 fire).
• Size 1: 5 ft. Cube | Size 2: 10 ft. Cube | Size 3: 15 ft. Cube | Size 4: 20 ft. Cube
Burn Powder Liquid fire. Dex Save. Success: Half damage. Fail: Full damage + coated. Coated targets take full initial damage again at start of your next turn unless an Action is used to clear it.
• Size 1: 1d8 (5 ft. rad) | Size 2: 2d8 (10 ft. rad) | Size 3: 3d8 (15 ft. rad) | Size 4: 4d8 (20 ft. rad)

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