Base Class: Artificer
A strange group, specializing in the use of strange powders and cast spheres, Demolitionists are well-known for their pyrotechnical proclivities. Whether a building needs to be levelled, a hoard of goblins sent to fiery hell, demolitionists are the people sent for.
Tool Proficiency
At 3ed level, you gain proficiency with smith's tools. If you already have this proficiency, gain proficiency with another set of artisan's tools.
Agile Escape
At third level, you have become well-enough acquainted with explosives to know when and how to dodge out of the way. You gain proficiency in dexterity saving throws. At 9th level, when you are subjected to an effect that forces you to make a dexterity saving throw, you take half damage on a failure and none on a success.
Demolitionist Spells
Starting at 3ed level, you learn certain spells to assist you in your demolition. These spells count as artificer spells, but don't count against your number of spells known.
| Level 3 |
Burning Hands, Shield
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| Level 5 |
Flaming Sphere, Shatter
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| Level 9 |
Fireball, Melf's Minute Meteors
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| Level 13 |
Fire shield, Wall of Fire
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| Level 17 |
Flame Strike, Passwall
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Arcane Explosives
Starting at 3rd level, you learn how to make a variety of explosives. During a long rest, you can make a number of explosives equal to your intelligence modifier (minimum of 1,) provided you have smith's or tinker's tools on hand. You can also create a bomb by expending a spell slot. You cannot use the bomb on the same turn as you create it. You can choose the type of bomb, as shown on the bomb table. You gain an additional known bomb at 5th, 9th, and 15th level. If the bomb forces a creature to make a save, use your character's spell save DC. The maximum number of bombs you can have is equal to your intelligence modifier (minimum of 1)
Acid Bomb
As an action, you can throw a bomb at a location within 60ft of you. Every creature within a 20ft radius must make a dexterity saving throw or be covered in acid. The 20ft circle is also covered in acid. A creature who is caught in the explosion, or starts their turn in this puddle of acid takes 1d6 acid damage. The pool lasts for 10 minutes.
Concussive Bomb
You can throw this bomb to any point within 60ft of you. Upon detonation, all creatures in a 15-foot radius must make a con save against your spell save DC or be knocked to the edge of the explosion radius and knocked prone.
Implosion Bomb
You can throw this bomb to any point within 60ft. Upon detonation, every creature in a 15ft radius must make a Constitution saving throw against your spell save DC or take 1d6 lightening damage and be pulled 10ft into the center of the explosion. If two creatures collide because of the implosion, they take an additional 1d6 bludgeoning.
Remote 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 one minute or when you ignite it as a bonus action. 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. A creature can try to disarm the bomb by using an action to make a check with thieves' tools against your spell save DC. If they succeed, the bomb is disarmed, and it cannot ignite. If they fail, nothing happens. If they fail by five or more, the bomb immediately ignites, and they have disadvantage on the Dexterity saving throw to avoid it. You can only have one remote bomb active at a time.
Smoke Bomb
As an action, you can throw this bomb at a location within 60 feet of you. It explodes in a bright flash of light. Any creatures that are in a 10-foot radius of the bomb when you throw it must make a Constitution saving throw. On a failed save, they are blinded for 1 minute. The bomb also emits smoke in a 10-foot radius, making it heavily obscured. A strong wind can blow the smoke away in 1 round. The smoke lasts for 1 minute.
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.
Blast Sculptor
At 5th level, you learn how to protect some people from the full effect of your bombs. 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.
Enhanced Bombs
At 9th level, your bombmaking becomes even more powerful. The damage on all bombs is increased by 2 die, the radius increases by 5 feet, and you can have up to 2 remote bombs out at a time.
Replicating Munitions
Whenever you throw a bomb, you can use your bonus action to throw a second bomb at no additional cost. This can either be thrown at the exact same place, or up to 20ft away in a circle from the central point of the first bomb thrown. The second bomb must be thrown the same turn that you throw the original bomb.
Previous Versions
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2/21/2021 7:35:19 PM
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Coming Soon
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2/21/2021 7:41:55 PM
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5
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1.1
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Coming Soon
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