Bomb Jump: While airborne Artificer can launch in their intended direction. Once the bomb jump is performed, another cannot be performed until in contact with a floor or wall (with the exception of zero gravity and low gravity environments, where it can be used multiple times until exhausted).
Overheat: If bomb jump is used, Artificer starts smoking after jumping 5 times in a row. The 6th causes them to drop held items and the 7th makes them fall prone. The 8th and 9th stun them for 1 round, and the 10th jump causes a big explosion that kills them. Concussive blasts overheat Artificer about twice as fast as bomb jumps. However, the stun time is lengthened to 2 rounds, allowing them to perform 7 of them before dying
Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 3) piercing damage, or 5 (1d8 + 3) piercing damage if used with two hands to make a melee attack.
Maul. Melee attack:+3 to hit, reach 5 ft. one target. if the target's cr is 0-1, they are brought to 0 hp; if their cr is 2-3, they must be stunned first; and any creature cr 4+ takes 4 (1d6 + 3) piercing damage
Explosive Crafting
As a bonus action, Artificer may bathe a rock, a spear, or a fruit vine in her explosive saliva.
Scav Bomb(60 ft. range): A small black orb with a red center. When thrown, the grenade instantly explodes; on a failed DC 16 Dex save those within 10 ft. take 3d6 force damage and are launched 15 ft. away, or half as much on a save.
Explosive spear: They are used in the same way as a regular Spear, but explode shortly after embedding in a creature or surface. On initial activation they fizz and emit small pops, similar to a Cherrybomb, before emitting a large and powerful explosion, dealing 6d6 force damage plus that of the initial Spear hit. This explosion is capable of killing many creatures in a single hit if embedded, and otherwise causes damage and stun dependent on the creature's proximity to the blast. creatures within 15 ft. of the blast must make a DC 16 DEX save or take 3d6 force damage and are launched 15 ft. away, or half as much on a save. Creatures within 5 ft. must make a DC 16 CON save or be stunned till the end of their next turn Explosive Spears react instantly when hitting a non-embeddable surface or creature part. Their explosions detonate other Explosive Spears, Scav Bombs, and Cherrybombs
Cherrybomb(60 ft. range/10 ft. Radius): The Cherrybomb (also known as the Firebush or Gunpowder Plant) is a plant featuring several small red berries along a central black stem. It serves as a weak, non-lethal explosive. When thrown, the berries activate and produce a series of small but loud explosions after a brief delay. The number of explosions a Cherrybomb does is 1d10+5 . Each explosion deals no direct damage but deafens all hearing creatures in its radius, stuns most smaller creatures in the radius for 1 round , and temporarily scares and disorients larger creatures such as Lizards. Additionally, the explosions generated by them can ignite other explosives, and vice versa.
Concussive Blast: whilst initiating a bomb jump, Artificer instead creates a large explosion 15 ft. around themself, stunning creatures and disarming nearby enemies. Without any other actions, Artificer lands from a blast in the prone state. This effect may also deflect thrown projectiles, like spears and rubbish, preventing contact with the player and even redirecting Bombs outwards from the blast and back onto other Creatures.
Description
A fierce combatant, master of pyrotechnics and explosives. Keen to move up in the foodchain and get closure, her journey will surely be one lined with constant bloodshed and warfare.
Comments