Artificer
Base Class: Artificer

The bombardier is the highest practitioner of the art of things that go boom. Meticulous planners with a frenzied need to blow things up, most bombardiers are a haphazard mixture of forward-thinker and absent-minded tinker. 

Bombardiers are experts at assessing critical timing, especially when setting up explosive devices, nothing distracts them from setting a delay. An expert bombardier can precisely time grenades and other thrown or fired explosive device without delay, down to a specific initiative number in the initiative sequence. A master bombardier can apply their knowledge of architecture and engineering to position or aim the explosives to increase the damage of a placed and planned explosion. Grenade throwing and bomb chucking are the bombardier's favorite sports. While the more clumsy bombardiers discover quickly that throwing well is crucial, talented grenade throwers usually find a way to put a spin on a toss for interesting effects.

A bombardier is an expert at combining exotic reagents to produce a variety of materials, from healing draughts that can mend a wound in moments to clinging goo that slows creatures down to something that simply goes boom.

 

Bombardier Spells

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

Bombardier Spells

Artificer Level Spell

3rd

catapultfog cloud

5th

webshatter

9th

melf's minute meteorsfireball

13th

blight, vitriolic sphere

17th

cloudkilltransmute rock

 

Bombs

Whenever you finish a long rest, you can magically produce a number of bombs equal to twice your proficiency modifier. Roll on the Bomb table for the bomb's effect for each bomb, which is triggered upon impact. The effects are described on the Bomb Table. As an attack action, a creature can throw a bomb, no matter who throws the bomb, if a save is required, it is against your spell DC. Bombs have a 40-foot throwing distance or can be placed by readying an action that will trigger the bomb following rules like placing a trap.

You can also hastily create a bomb by expending a spell slot of 1st level or higher for each one. When you do so, you use your action to create the bomb using your skills and tools. You choose the bomb's effect from the Bomb table. 

Creating a bomb requires you to have alchemist’s supplies on your person, and any bomb you create with this feature lasts until it is thrown or until the end of your next long rest. Any bomb you create with this feature weighs 5 pounds and counts as magical in regards to resistances. 

As a reflavor, most of the Artificer spells for you are reflavored as arcane bombs for this subclass. E.G. web is an arcane bomb that explodes outward with sticky webs, while fireball explodes outward with destructive fiery reflavoring. 

Bomb

d6 Effect

1

Concussive Bomb. Every creature in a 10-foot radius sphere from the point of detonation must make a Dexterity saving throw. On a failed save the creatures take 1d8 + your Intelligence modifier thunder damage and half on a successful save. When this device detonates, it creates an audible explosion that can be heard from up to 300 feet away.

This bomb's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

2

Alchemical Fire Bomb. Fire erupts in a 20-foot cube centered at the point of detonation. This fire remains for one minute and ignites any flammable objects in the area. When a creature enters the fire's area or starts its turn there, it takes 1d6 fire damage at the start of each of its turns. Once out of the fire, a creature can end this damage by using its action to make a Dexterity check equal to DC 8 + your Intelligence modifier. When this device detonates, it creates an audible explosion that can be heard from up to 150 feet away.

This bomb's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

3

Flash Bomb. Every creature in a 10-foot radius sphere from the point of detonation must make a Constitution saving throw or be blinded and deafened until the end of your next turn. Creatures with sunlight sensitivity make this saving throw with disadvantage. If a creature is blinded and deafened by this, they may use their action to make a saving throw to end the effect early. When this device detonates, it creates an audible explosion that can be heard from up to 150 feet away.

4

Healing Bomb. Every creature in a 10-foot radius sphere from the point of detonation will regain 2d4 + your Intelligence modifier hit points. This bomb has no effect on undead or constructs. When this device detonates, it splashes healing liquid on all creatures in the area.

5

Entangling Bomb. Entangling goo erupts in a 20-foot radius sphere from the point of detonation, turning the ground in the area into difficult terrain for 1 minute. 

A creature in the area when bomb detonates must succeed on a Strength saving throw or be restrained by the entangling goo until the goo dissolves. A creature restrained by the goo can use its action to make a Strength check against your spell save DC. On a success, it frees itself.

When the time limit expires, the goo dissolves. When this device detonates, it creates an audible splorch that can be heard from up to 30 feet away.

6

Smoke Bomb. Smoke erupts in a 20-foot radius sphere centered at the point of detonation. The sphere spreads around corners, and heavily obscures the area. The smoke remains for one minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. When this device detonates, it creates an audible hiss that can be heard from up to 30 feet away.

 

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.

Alchemically Inured

By 5th level, you have been exposed to so many chemicals and explosions that they pose little risk to you and greater risks to your enemies:

  • As a reaction, when a melee attack you can see hits you, the attacker takes thunder damage equal to your artificer level and must succeed on a Strength saving throw against your spell DC or be pushed 5-feet back. Or you can use a bomb or one of your magic tinkering items to attempt to interrupt a creature in the process of casting a spell. If you make an ability check using your spellcasting ability with a DC equal to 10 + the spell's level. On a success, the creature's spell fails and has no effect.You can use this reaction a number of times equal to your proficiency bonus per long rest.
  • As a reaction, when you are reduced to zero hit points, you may choose to create a 15-foot sphere explosion centered on yourself. (This does not kill you or cause you to fail any death saving throws.) Every creature within the area of effect must make a Wisdom saving throw against your spell save DC, taking 8d6 thunder damage on a failure and half damage on a success. Additionally, the area is filled with thick black smoke spreading around corners, and its area is heavily obscured. The smoke remains until the end of your next turn, or until a wind of moderate or greater force disperse it. You can use this reaction once per long rest.

Controlling Blast

At 9th level, you know how to place explosives in such a way that you can manipulate the environment around you without causing too much calamity.

  • You can spend 10 minutes to study an object or area of an object no larger than 1 foot on any side (a lock on a door, the lid of a small chest, a set of bars on a window, etc.), granting you insight into the weak points of that object or area. You can then use one of your explosives to destroy that object or area of an object without causing any damage to surrounding objects or creatures. You can use this feature twice, regaining any expended uses when you finish a short or long rest.
  • Your time around your own explosives has made you adept at knowing when and how to avoid getting hurt by the blasts. When you are subjected to a saving throw by the effect of one of your explosives, you can choose to automatically succeed on the saving throw, and if you do, you take no damage if you would normally take half damage on a successful save. You can only do this a number of times equal to your Intelligence modifier per long rest.
  • If you need to change the damage type of your bombs or arcane bombs, you can spend 1 action to transmute the damage type to another damage type that you have available on your Artificer spell list. You can do this once per long rest and its effects last 1 minute.

Danger Savvy

Your time around and inventing dangerous items has increased your survivability and you can quickly end certain ailments:

  • You gain resistance to acid, thunder, fire, and poison damage, and you are immune to the poisoned condition.
  • You can cast greater restoration and heal without expending a spell slot, without preparing the spell, and without material components, provided you use alchemist’s supplies as the spellcasting focus. Once you cast either spell with this feature, you can’t cast that spell with it again until you finish a long rest.
 

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