Base Class: Artificer
Most tinkerers and artificers consider an explosion to be the result of a failed experiment or the dreadful end to a machine's life - an undesirable outcome to be shunned at all costs, that they work tirelessly to avoid. To a Demolitionist however, explosions are the end goal. These artificers put their mechanical and alchemical skills to use by crafting various explosive contraptions to fulfill their purposes - whether it be to create a distraction, destroy a building or to wipe out a group of enemies.
Tool Proficiency
Starting at 3rd level, you gain proficiency with Alchemist’s Supplies.
Demolitionist Spells
At 3rd level, 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 |
|
|
5th |
|
|
9th |
|
|
13th |
|
|
17th |
Volatile Tinkering
Also at 3rd level, you’ve learnt how to craft potent explosives in order to destroy, distract and confuse your enemies. Whenever you take a long rest, you can make a number of bombs equal to your Intelligence modifier (minimum of 1), provided you have a set of Tinker's Tools and Alchemist’s Supplies on hand. All bombs you create last until they’re used, or until you finish another long rest. The bombs can be of any type listed in the Demolitionist Bombs Table below.
Demolitionist Bombs
|
Bomb Type |
Effect |
|
Standard Bomb |
As an action, you can throw this bomb at a location within 60 feet of you. Every creature within a 10-foot radius of the bomb must make a Dexterity saving throw, taking 3d6 fire damage on a failed save, or half as much as a successful one. The fire ignites any flammable objects in the area that aren't worn or carried. |
|
Trigger Bomb |
As an action, you can place and arm this bomb in a location within 5 feet of you. This bomb does not ignite immediately. Instead, it ignites after you choose to ignite it as a bonus action. To ignite it, you must be within 120 feet of it, but you do not need to see it. When it ignites, every creature within 10 feet of the bomb must make a Dexterity saving throw, taking 3d6 fire damage on a failed save, or half as much as a successful one. The fire ignites any flammable objects in the area that aren't worn or carried. You can only have one trigger bomb active at a time. |
The types of bombs you can create, as well as the potency of the ones you already know, increases as you gain levels in this class. Bombs that require a saving throw uses your spell save DC. Any check a creature makes to attempt to disarm one of your bombs is also made against your spell save DC.
Bomb Potency
|
Artificer Level |
Explosive Damage |
|
3rd |
3d6 |
|
6th |
4d6 |
|
9th |
5d6 |
|
12th |
6d6 |
|
15th |
7d6 |
Agile Escape
At 5th level, working with explosives has heightened your reflexes and made you nimble on your feet. You gain proficiency with Dexterity saving throws and your movement speed increases by 10 feet.
Arcane Explosives
Starting at 9th level, you’ve figured out how to create two new types of explosives by imbuing your standard explosives with arcane energy. By spending 1 minute, you can now store a prepared spell of 4th level or lower in a Standard- or Trigger Bomb, creating an Arcane Bomb or Arcane Trigger Bomb in the process. This process negates the normal damage a bomb has, replacing it with the effect of the spell.
The spell you imbue the explosive with must target a single creature or an area. If the spell has a target, it targets the creature nearest the bomb. If the spell affects an area, the area is centered on the bomb. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the bomb and attack the closest enemy creature. If the spell requires concentration, it lasts until the end of its full duration.
Demolition Expert
Starting at 15th level, you’ve become an expert at handling explosives and maximizing their effect without putting yourself and your allies at risk. You gain the following features:
- Whenever you use one of your bombs, you can choose a number of people in the blast radius equal to your Intelligence modifier (minimum of 1) to automatically succeed on the saving throw.
- Your explosives deal double damage to structures and objects.
- You have resistance against fire damage.
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