Artificer
Base Class: Artificer

A gnome fiddles with a spherical object in her hands, while the rest of her party looks at her impatiently. She holds up one finger, then adjusts one last thing. She grins and leaps up, rushing over to a street corner where their enemy will pass soon. She sets it down and hides behind a corner, looking at where the bomb is planted. Her friends look at her expectantly. She nods and holds up three fingers, then peeks around the corner. Their rival is approaching it. She puts down one finger. They don't notice the bomb sitting there. She puts down one more. They walk right past the bomb. A maniacal grin comes across her face and puts down the last finger. She presses a button on her remote control and the bomb explodes. Their target didn't stand a chance.

Demolitionists are artificers who use their talents to make explosives. They were often used in the Last War as distractions or crowd control, lobbing bombs into large groups of people to take them out all at once. Not all demolitionists are mad bombers, though- some use stealth to take down targets from afar, or even just use them as a distraction to get the upper hand. They always know the best way to use their explosives, as they can be very versatile and useful in many scenarios.

Tool Proficiency

You gain proficiency with alchemist’s supplies. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

Demolitionist Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Demolinistist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Demolinistist Spells

ARTIFICER LEVEL SPELL

3rd

Hellish Rebuke, Searing Smite

5th

Continual Flame, Pyrotechnics

9th

Fireball, Conjure Barrage

13th

Fire shield, Wall of Fire

17th

Flame strike, Immolation

Master at Arms

Starting at 3rd level, during a long rest, you can spend time creating bombs using 50gp worth of bomb-making materials, price is halved if you have proficiency in Alchemist's supplies. When making the bombs, make a check using your Alchemist's supplies and divide the result by two, that’s how many bombs you make. You can also expend spell slots to craft additional bombs equal to the spell's level. You can make any number of each bomb listed in the table below: (Each bomb has a range of 30/60 but increased to 60/120 at 9th level)

Standard Fuse bomb (Dynamite): As an action, you can make a thrown weapon attack. On hit, it deals 1d6 plus your Intelligence modifier fire damage (minimum of 1). And everything within a 5ft radius of the explosive must succeed on a Dexterity saving throw or take 1d4 fire damage. (Increasing to 1d8 and 1d6 at 9th level)

Sticky Bomb: As an action, you can attach this bomb to any surface within your reach and you can set the fuse of the bomb to a maximum of 15 rounds. (Increasing to 30 rounds at 9th level) Upon detonating everything within 10ft of the bomb must succeed on a Dexterity saving throw or take 1d6 plus your Intelligence modifier fire damage.

Smoke Bomb: As an action, you can thrown weapon attack. Any creatures that are in a 20-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.

Shrapnel Bomb: (Prerequisite 5th-level Artificer) As an action, you can make a thrown weapon attack. All creatures within a 30ft radius of the bomb must succeed on a Dexterity saving throw or take 3d6 plus your Intelligence modifier piercing damage. (Damage die changes to 5d6 at 15th level)

Corrosive Bomb: (Prerequisite 5th-level Artificer) As an action, you can make a thrown weapon attack. On hit the target takes 2d8 plus your Intelligence modifier acid damage, along with that, the target must succeed on a Constitution saving throw or be blinded until the end of their next turn. It also deals double damage to structures. 

Web Bomb: (Prerequisite 5th-level Artificer) An as action, a you make a thrown weapon attack. Each creature within 10 feet must succeed on a DC 15 Dexterity saving throw or be restrained by sticky white webs. A creature can try to free itself or another creature within its reach from the webs, doing so with a successful DC 20 Strength check. A gallon of alcohol dissolves the webs produced by a single tangler grenade. Otherwise, the webs dissolve on their own after 1 hour, freeing any creatures restrained by them.

Poison Bomb: (Prerequisite 9th-level Artificer) As an action, you can make a thrown weapon attack. All creatures within a 10ft radius of your target location must succeed on a Constitution saving throw or take 2d4 plus your Intelligence modifier poison damage and be poisoned for 1 minute. At the beginning of the poisoned target's turn, they may attempt to save again, on subsequent fail they take an additional 2d4 poison each turn. (At 9th level your poison bombs bypass poisoned condition immunity)

Sound Bomb: (Prerequisite 9th-level Artificer) As an action, you can make a thrown weapon attack. All creatures within a 40ft radius must succeed on a Constitution saving throw or take 1d4 plus your Intelligence modifier thunder damage and are deafened for the next minute but may make the saving throw again at the end of their respective turns. (Increases to 2d4 at 15th-level)

Anti Magic Pulse: (Prerequisite 9th-level Artificer) As an action, you make a thrown weapon attack. This area is divorced from the magical energy that suffuses the multiverse for 1 hour. Within the 10ft radius, spells can’t be cast, summoned creatures disappear, and even magic items become mundane. Spells and other magical effects, except those created by an artifact or a deity, are suppressed in the area and can’t protrude into it. While an effect is suppressed, it doesn’t function, but the time it spends suppressed counts against its duration. Spells and magical effects such as dispel magic have no effect on the sphere. Likewise, the spheres created by different antimagic field spells don’t nullify each other. (Using the effect for the Antimagic Field spell) 

Frost Bomb: (Prerequisite 15th-level Artificer) As an action, you make a thrown weapon attack, on hit the target takes 1d8 plus your Intelligence modifier cold damage, then all creatures within 5 ft of the target must succeed on a Constitution saving throw or have their speed is reduced to 0, they automatically fail Dexterity saving throws, and cannot take a reaction for 5 rounds. They may try the save again at the end of their respective turns.

Stun Bomb: (Prerequisite 15th-level Artificer) As an action, you make a thrown weapon attack, the creature must succeed on a Constitution saving throw or take 2d6 lightning damage and are stunned until the end of their next turn.

Holy Bomb: (Prerequisite 15th-level Artificer) As an action, you make a thrown weapon attack, on hit the target takes 3d8 plus plus your Intelligence modifier radiant damage. All creatures within a 20ft radius must succeed a Constitution saving throw or be blinded until the end of their next turn. 

A Good Throwing Arm

Starting at 5th level, you gain an extra attack. Along with that, all your bombs also count as siege weapons now.

A Knack for Explosions

Starting at 9th level any bombs you create ignores resistance to fire, piercing, acid, poison, thunder, cold, and lightning damage. Additionally, you gain expertise with alchemist's supplies. 

Arcane Bomb Launcher

You know how to craft a custom bomb launching gauntlet into an arcane firearm, a conduit for your destructive spells. When you finish a long rest, you can use woodcarver’s tools to carve special sigils into a grenade launcher and thereby turn it into your arcane firearm. The sigils disappear from the object if you later carve them on a different item. The sigils otherwise last indefinitely. Additionally, the range of your bombs is doubled. 

You can use your arcane firearm as a spellcasting focus for your artificer spells. When you cast an artificer spell through the firearm, roll a d8, and you gain a bonus to one of the spell’s damage rolls equal to the number rolled.

Ph.D. in Explosives

Starting at 15th level, when creating bombs you no longer have to divide by two and when expending a spell slot to craft bombs you now double the amount of bombs you get from it. Along with this when throwing a bomb, you can choose a number of creatures equal to half your intelligence mod rounded down (minimum of 1) to be unaffected by your bombs.

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