Artificer
Base Class: Artificer

You live by three facts of life: Bombs are dangerous, You like explosions, and Anyone who meets you are destined to learn the first two, the hard way.

The Blueprint

There are 3 factors into making a bomb:

The Body: The body is the most important part. Without it, your bomb will lack means of transportation. A weak body will make the bomb unsustainable and lead to a blowback without proper procedure.

The Filler: The filler is the ignitable component. Without it, you have no bomb.

The Fuse: The fuse makes it go BOOM! There are several methods to making a fuse but a poorly made one will lead to a dud.

When making the bomb, you'll need to determine the intent and the damage. That'll determine your filler. Then you need to make a body and a fuse. Poor components for the body makes you roll at disadvantage. Poor components on the fuse will minus 1d6 to your roll. Spend 10 minutes and roll a 1d20 to put it together, DC 1 or less will cause a blowback. A Blowback means the bomb explodes as intended but while still in your hands. DC 2-8 will make a dud. A Dud is a bomb that doesn't go BOOM, it just wastes your time. DC 9-13 will make a Lesser Bomb. This means the bomb will do half the intended damage. DC 14-19 will make a Proper Bomb. DC 20 or more will make a Major Bomb. This means the intended damage is doubled.

Thank you for reading the Blueprints.

Demolition Specialist

Don't worry, you are a professional.

You can use artificer infusions on your bombs. And you have a personal launcher for them.

Added Quirks

You can now add a special quirk to your bombs. This includes making them timed, making them sticky, making them heat-seeking, etc. You can only add one per bomb you make.

Nuclear Property

You can make nuclear explosives once per long rest. The components are: Adamantium Body, Bat Guano Filler, and an enhanced weapon fuse (striker fuse). It takes 1 hour to create and unlike most explosives, this requires a CON save and your resistance to your bombs doesn't carry over to this one. On failure, the creature becomes prone. On success, the creature takes half damage.

This explosive deals 3d12+10 radiant damage, 3d12+10 thunder damage, and 3d12+10 necrotic damage.

Blast Resistance

Although you still have to roll a DEX save when hit by your own explosives, you naturally have resistance against any bomb you create.

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