Artificer
Base Class: Artificer

with a strange fascination to the power and beauty of an explosion, the Demolitionist focus on explosions over all other inventions. They could have been the fail alchemist that accepted the fact that it was not meant to be, or the artillery that saw the value of detonating a explosive in a goblin nest. what ever the reason you took to making bombs and that focus has come at a cost. you didn't have the time to research more spell, but what you did research could put other Artificers to shame.

chuckling madly to herself the Demolitionist twist wires together as the sound of Dozens of goblins run through the cave, getting closer by the second. with a shout of glee a smile spread across her soot covered face be for she skips to the cavern exit. seeing the sun yet again she removes her googles and turns to the cave just in time to hear a cacophonous booms, dust and smoke shot out of the mouth of the cave.  'YES' she screamed, hopping around with excitement. 'It works!' she exclaims as her guide looks on with a face of shock and horror. once the dust settles she walks to the cave to inspect her work. the cave now clolapsed and a only a arm past escaped she crouched down poking it with a stick. 'ahh' she says knowingly and pulls out a notebook to scribble down a few notes. 'should have made it bigger'  she mumbles to herself as she and her guide head to town for her to collect her reward.

pop rocks

Your Magical tinkering  can now imbue the object with excessive energy making it unstable. After its charged you may make a throw attack with proficiency and your int modifier. On a hit the object explodes dealing 1d8 force damage. And additional d8 at 5th level(2d8) 11th level (3d8) and 17th level(4d8)

demolition tools proficiency

You gain proficiency in demolition tools, allowing you to make and identify explosive. You can make explosive each day equal to the number of your proficiency bonus and your Int modifier. All explosives must be made out of combat. Each explosive has a cost to make. You may disassemble any unused explosives to regain martials.  The explosives last for a number of day equal to your intelligence and proficiency modifiers.  Because it’s a unperfected science any unused explosive become unstable. If you do not disassemble them roll a D4 and on a 1 they  rupture dealing 1/4 damage to anyone and anything within 10 feet of the items at the time of the GM discretion.  The explosive made by demolition tools  count as siege weapons dealing double damage to structures

As a action you can throw one explosive.

  • big boom. 10GP. You can make a explosive that deals 4d8 force damage 10 foot radius. Dex save half on a success
  • flame burst. 12GP. You make a incendiary device the deals 2d12 fire damage in a 20 radius Dex  save, half on a success. Ignites flammable objects
  • Flash freeze. 15GP. You make a cannister that drifts off it slowly. upon detonation creatures with in 5 feet must make a con save. They take  2d6 fire damage on a failed save and become frozen(paralyzed), or half as much damage on a successful one.

Safety First?!

You hate yo admit it but safety was never your first thought. But its never to late to claim safety first.

When you have to make a dex save for one of your explosives including ruptured expired ones. you now take half damage on a fail DEX save and none on a successful one. 

M.A.D. Science

The NUKE

As a full turn action you can make a massive explosive. This explosive is one that you fear yet are attracted to. Once built it will take a Str DC of 15 to push or pull it 10 per round or a Str DC 20 to lift it. If you lift it you are encumbered. This explosive can be detonated with a remote or timer. When it explodes and any creatures within a 50 radius of the NUKE must make a DEX save.   12d8 fire damage on a failed save, or half as much damage on a successful one.the radius is now scroched and any Creature will take 2d8 fire damage if they end they turn with in the radius. The scorched area lasts for 1 minute.

If the NUKE is detonated, the destruction weighs heavy one your mind (good or bad). And you are unwilling to make another for 4d4 days.

M.A.D. threats

After you make The NUKE you can attempt to intimidate all those that can hear you, you can add your proficiency and intelligence modifiers to this roll. Creatures with a intelligence of 6 or more that have seen you use a explosive will have disadvantage on their roll.

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