I'm reviving this post after years, litteraly, but I have recently acquired forge of the artificer, and I wanted to updated some of my older homebrew class for the new artificer, including the Bomber which is still my most popular homebrew so far.
Therefore, before I just plainly update it, i wanted to know if there are any changes that would best fit the bomber subclass, either in general, or to make it best fit for the 2024 rules ?
For example, a comment on the subclass suggest reworking the lvl 9 feature given pyrotechnique is not the most potent spell, I think its fine given you get the spell, and an advantage on saving throw against your bomb and the ability to effectively reduce your bomb damage on yourself.
Some change I made already:
I added the reduced carfting time for consumable and thrown magic wondrous items.
I used the utilize action to throw the bomb, it still take an action like before, but I think that explicitly calling the utilize action allow rogues to throw the bombs with a bonus action instead of an action.
Clarified some wording here and there
below you'll find the bomber in its current stage:
Bombers are artificers who love to play with fire, quite literally, they have chosen to expand their horizons and have decided that violence and discord can sometimes make for an extremely good way to win an argument. Those agents of chaos are very skilled, and when others make clever armor or potions, their tricks are more... explosive.
Level 3: Tools of the Trade
You gain the following benefits.
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.
Potion Crafting. When you craft a Wondrous Item that is destroyed upon use or thrown to deal damage or create an area-of-effect hazard, the amount of time required to craft it is halved.
Level 3: Bomber Spells
When you reach an Artificer level specified in the Bomber Spells table, you thereafter always have the listed spells prepared.
Whenever you finish a Long Rest while holding Alchemist’s Supplies, you can use that tool to magically produce a number of bombs equal to your proficiency Bonus. For each bomb, roll on the Bomb table to determine its volatile payload, which is triggered upon impact. If any bomb remains when you finish a Long Rest, the bomb vanish.
Bomb
1d6
Effect
1
Bomb. Each creature within a 10-foot-radius sphere of the impact point must make a Dexterity Saving Throw. On a failure, a creature takes 1d8 + your Intelligence modifier Thunder damage. On a success, it takes half as much damage. Audible out to 300 feet.
This bomb's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
2
Fire Bomb. Leaves a 10-foot-radius circle of magical fire on the ground for 1 minute. It ignites flammable objects not being worn or carried. When a creature enters the fire for the first time on a turn or ends its turn there, it must make a Dexterity saving Throw, taking 1d6 Fire damage on a failure, or half as much on a success. Audible out to 150 feet.
This bomb's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
3
Flash Bomb. Each creature within a 10-foot-radius sphere must make a Constitution Saving Throw. On a failure, a creature gains the Blinded and Deafened conditions for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. Audible out to 200 feet.
4
Lock Buster. You can affix this device directly to a lock, door mechanism, or mechanical trap instead of throwing it. If the DC to pick, break, or disable the object is equal to or lower than your Spell Save DC, the mechanism is instantly destroyed by a controlled, silent kinetic snap.
5
Poison Bomb. Creates a 10-foot-radius sphere of toxic gas that lasts for 1 minute or until a moderate wind (at least 10 mph) disperses it. When a creature enters the cloud for the first time on a turn or ends its turn there, it must make a Constitution Saving Throw. On a failure, it takes 1d4 Poison damage and gains the Poisoned condition until the end of its next turn. On a success, it takes half damage and avoids the condition. Audible out to 50 feet.
This bomb's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
6
Smoke Bomb. Creates a 20-foot-radius sphere of thick smoke centered on impact. The area is Heavily Obscured and spreads around corners. It lasts for 1 minute or until a wind of 10 mph or faster disperses it. Audible out to 50 feet.
Throwing a Bomb. As a utilize action, a creature can throw a bomb at a point it can see within 40 feet. The bomb detonates on impact. If a bomb requires a Saving Throw, it uses spell save DC, regardless of who threw it.
Creating Additional Bombs. As a Magic action while holding Alchemist’s Supplies, you can expend one spell slot to create another bomb. When you do so, you choose its effect from the Bomb table rather than rolling.
Level 5: Bombtastic!
Your mastery of explosives and magic intertwine perfectly.
A creature currently under the effect of one of your Artificer spells (such as Web, or Earth Tremor) has Disadvantage on saving throws made against your bombs.
Immediately after a creature you can see within 60 feet makes an attack roll against you, you can use your Reaction to throw one of your available bombs, targeting that creature or a point adjacent to it.
Level 9: Still Got All Me Fingers!
Bombs are fun. Bombs are dangerous. You know this better than anyone else:
You have Advantage on all saving throws you make against your own bombs. Furthermore, when you are subjected to an effect from one of your bombs that allows you to make a saving throw to take only half damage, you instead take no damage if you succeed, and only half damage if you fail.
You can cast Pyrotechnics without expending a spell slot and without preparing the spell, provided you use Alchemist’s Supplies as the Spellcasting Focus. You can do so a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Level 15: Powder Burns
Your craftsmanship and absolute devotion to anarchy is legendary. Some say that you have black powder flowing through your veins. You gain the following benefits.
Kinetic Backlash. When a creature you can see hits you with a melee attack, you can use your Reaction to cause a sharp, localized shockwave. The creature takes Thunder damage equal to half your Artificer level (rounded down) and must succeed on a Strength Saving Throw against your Spell Save DC or be pushed 5 feet away from you. You can use this reaction a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
Final Detonation. When you drop to 0 Hit Points, you can trigger a massive explosion centered on yourself (This does not kill you or cause you to fail any death saving throws.). Each other creature in a 15-foot-radius [Tooltip Not Found] must make a Dexterity Saving Throw against your Spell Save DC. A creature takes Thunder damage equal to a number of d6s equal to half your Artificer level (rounded down) on a failed save, or half as much damage on a successful one.
Immediately after the blast, the sphere becomes Heavily Obscured by thick smoke until the end of your next turn. A wind of 10 miles per hour or faster disperses the smoke early. Once you use this feature, you can’t use it again until you finish a Long Rest.
I'm reviving this post after years, litteraly, but I have recently acquired forge of the artificer, and I wanted to updated some of my older homebrew class for the new artificer, including the Bomber which is still my most popular homebrew so far.
Therefore, before I just plainly update it, i wanted to know if there are any changes that would best fit the bomber subclass, either in general, or to make it best fit for the 2024 rules ?
For example, a comment on the subclass suggest reworking the lvl 9 feature given pyrotechnique is not the most potent spell, I think its fine given you get the spell, and an advantage on saving throw against your bomb and the ability to effectively reduce your bomb damage on yourself.
Some change I made already:
below you'll find the bomber in its current stage:
But anyway, here it is :
Bombers are artificers who love to play with fire, quite literally, they have chosen to expand their horizons and have decided that violence and discord can sometimes make for an extremely good way to win an argument. Those agents of chaos are very skilled, and when others make clever armor or potions, their tricks are more... explosive.
Level 3: Tools of the Trade
You gain the following benefits.
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.
Potion Crafting. When you craft a Wondrous Item that is destroyed upon use or thrown to deal damage or create an area-of-effect hazard, the amount of time required to craft it is halved.
Level 3: Bomber Spells
When you reach an Artificer level specified in the Bomber Spells table, you thereafter always have the listed spells prepared.
Alchemist Spells
Level 3: Bomb
Whenever you finish a Long Rest while holding Alchemist’s Supplies, you can use that tool to magically produce a number of bombs equal to your proficiency Bonus. For each bomb, roll on the Bomb table to determine its volatile payload, which is triggered upon impact. If any bomb remains when you finish a Long Rest, the bomb vanish.
Bomb
Bomb. Each creature within a 10-foot-radius sphere of the impact point must make a Dexterity Saving Throw. On a failure, a creature takes 1d8 + your Intelligence modifier Thunder damage. On a success, it takes half as much damage. Audible out to 300 feet.
This bomb's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Fire Bomb. Leaves a 10-foot-radius circle of magical fire on the ground for 1 minute. It ignites flammable objects not being worn or carried. When a creature enters the fire for the first time on a turn or ends its turn there, it must make a Dexterity saving Throw, taking 1d6 Fire damage on a failure, or half as much on a success. Audible out to 150 feet.
This bomb's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Flash Bomb. Each creature within a 10-foot-radius sphere must make a Constitution Saving Throw. On a failure, a creature gains the Blinded and Deafened conditions for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. Audible out to 200 feet.
Lock Buster. You can affix this device directly to a lock, door mechanism, or mechanical trap instead of throwing it. If the DC to pick, break, or disable the object is equal to or lower than your Spell Save DC, the mechanism is instantly destroyed by a controlled, silent kinetic snap.
Poison Bomb. Creates a 10-foot-radius sphere of toxic gas that lasts for 1 minute or until a moderate wind (at least 10 mph) disperses it. When a creature enters the cloud for the first time on a turn or ends its turn there, it must make a Constitution Saving Throw. On a failure, it takes 1d4 Poison damage and gains the Poisoned condition until the end of its next turn. On a success, it takes half damage and avoids the condition. Audible out to 50 feet.
This bomb's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Smoke Bomb. Creates a 20-foot-radius sphere of thick smoke centered on impact. The area is Heavily Obscured and spreads around corners. It lasts for 1 minute or until a wind of 10 mph or faster disperses it. Audible out to 50 feet.
Throwing a Bomb. As a utilize action, a creature can throw a bomb at a point it can see within 40 feet. The bomb detonates on impact. If a bomb requires a Saving Throw, it uses spell save DC, regardless of who threw it.
Creating Additional Bombs. As a Magic action while holding Alchemist’s Supplies, you can expend one spell slot to create another bomb. When you do so, you choose its effect from the Bomb table rather than rolling.
Level 5: Bombtastic!
Your mastery of explosives and magic intertwine perfectly.
Level 9: Still Got All Me Fingers!
Bombs are fun. Bombs are dangerous. You know this better than anyone else:
Level 15: Powder Burns
Your craftsmanship and absolute devotion to anarchy is legendary. Some say that you have black powder flowing through your veins. You gain the following benefits.
Kinetic Backlash. When a creature you can see hits you with a melee attack, you can use your Reaction to cause a sharp, localized shockwave. The creature takes Thunder damage equal to half your Artificer level (rounded down) and must succeed on a Strength Saving Throw against your Spell Save DC or be pushed 5 feet away from you. You can use this reaction a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
Final Detonation. When you drop to 0 Hit Points, you can trigger a massive explosion centered on yourself (This does not kill you or cause you to fail any death saving throws.). Each other creature in a 15-foot-radius [Tooltip Not Found] must make a Dexterity Saving Throw against your Spell Save DC. A creature takes Thunder damage equal to a number of d6s equal to half your Artificer level (rounded down) on a failed save, or half as much damage on a successful one.
Immediately after the blast, the sphere becomes Heavily Obscured by thick smoke until the end of your next turn. A wind of 10 miles per hour or faster disperses the smoke early. Once you use this feature, you can’t use it again until you finish a Long Rest.
Feel free to check out my hombrew: Magic Items, Spells, Monsters, Species, Feats, Subclassses, and Backgrounds. More detail in my Homebrew Compendium.
If you have any comments, suggestions, or ways to improve my homebrew, tell me, I'm always looking to improve!