Base Class: Artificer
Create explosives that utilize gunpowder to deal large amounts of damage. Most explosives have a large area of effect.
Making explosives is a very cost heavy, timely, and dangerous process. You typically can’t carry that many explosives, either, so you’ll have to learn to be conservative with your devices. As you become more experienced; however, bombs become more powerful and you will be able to build them quicker and easier.
Bomber
You gain the ability to create and use hand bombs.
Creating one hand bomb takes an amount of time equal to 70 - (10 x PB) minutes. The process requires 5 pounds of any metal, 1 pound of gunpowder, and 1 foot of rope as well as an intelligence check using your tinker’s tools of 12 or higher to make a successful bomb where a failure results in a the hand bomb prematurely exploding doing 1d10 explosive damage.
To use the hand bomb, light it attached rope and throw it to an area within 60 feet of you where it will do (1d8 x PB) explosive damage to any target caught in a 20-foot-radius sphere unless they succeed a DEX saving throw in which case the resist the damage.
If desired, the player can choose to hold their turn until the end of the round where they can attempt a DEX saving throw. If successful, then when thrown, any creatures caught in the explosion won’t have time to make a save of their own. If unsuccessful, the bomb explodes while the player is holding dealing 1d10 explosive damage.
You can carry a number of bombs equal to half your artificer level divided by two rounded up.
Explosive Specialist
Having been at the receiving end of many of you own devices, you have gained resistances to explosive damage.
You gain the ability to create or snuff a small flame on any flammable object as a free action by pinching the area with your thumb and index finger.
Fireworks Master
Using 0.1 pounds of gunpowder and at least 6 seconds, you can create non-damaging explosives such as fireworks, firecrackers, and sparklers that when activated create a loud noise and a bright flash.
Pull String Bomb Builder
Gain the ability to create a pull string bomb.
Creating one bomb takes an amount of time equal to 140 - (20 x PB) minutes. This process requires 10 pounds of any metal, 3 pounds of gunpowder, and 50 feet of rope as well as an intelligence check using your tinker’s tools of (15) or higher to make a successful bomb where a failure results in a the hand bomb prematurely exploding doing 2d10 explosive damage.
You can take 5 minutes to set up the bomb and attempt to hide it by making a DEX check. If a creature’s passive perception is higher than the roll or if they make a perception or investigation check higher than the roll then they spot the device. When a creature enters a 10 foot radius they provoke an opportunity attack if you’re holding the attached string in you’re hand. When you pull the string, the device a 20-foot-radius sphere explosion dealing (1d10 x PB) damage and knocking prone anyone caught in the blast.
If not triggered, these bombs can be safely collected in 10 minutes and reused.
At level 5 you can hold 1 pull string bomb, and you can carry one additional bomb at 10th and 14th and 19th levels.
Smoke Bomb Slinger
You gain the ability to create and utilize smoke bombs.
Creating one smoke bomb takes 20 minutes. This process requires 1 lbs of salt, 1 lbs of sugar, and 1ft of rope as well as an intelligence check using your tinker’s tools of (12) or higher to successfully create a smoke bomb. Failing the save results in a dud.
To use the device, light the rope and throw it anywhere within 80 feet to create a 50-foot-radius sphere of smoke. The fog lasts for 10 minutes unless dispersed and then disperses.
The area occupied by the smoke is considered heavily obscured, and creatures can’t see through it. All creatures immersed in the smoke have disadvantage on all rolls that rely on sight in any way.
You can hold a number of smoke bombs equal to your PB minus 1.
Grenade Launcher
Over 8 hours, you can create a 25 pound grenade launcher. The process requires 50 gp and 25 pounds of any metal.
Creating a single piece of ammunition takes 30 minutes. The process requires 1 pound of any metal and 5 pounds of gunpowder as well as an intelligence check using your tinker’s tools of 16 or higher to make a successful bomb where a failure results in a the bomb prematurely exploding doing 3d10 explosive damage. The player can carry up to 3 pieces of ammunition at a time.
Once per combat interaction, you can shoot a blast anywhere within 60 feet dealing 3d10 + (1d10 x PB) explosive damage to any target caught in the 15-foot-radius sphere of the explosion unless they pass a DEX saving throw that integrates the player’s INT modifier. If the target succeeds the save they take no damage, but the propelled explosive continues to fly through the air until it explodes at any spot within 60 feet of the player in the direction of their intended target by making contact with it.
Reloading the launcher requires 5 minutes of downtime where you open up the weapon, insert the ammunition, and close it back up again.
If desired, the player can use an action in combat to quickly reload the device if it isn’t already loaded and fire it. The range of this weapon is halved, and the impromptu loading process causes the launcher to explode when fired. This blast does 1d8 piercing damage to the player and all creatures within 5 feet of the player due to the launcher blowing up and sending it’s broken fragments flying.
You can use a bonus action bring out or put away the grenade launcher during combat.
Land Mine Expert
You gain the ability to create land mines.
Creating one 5 foot x 5 foot land mine takes an amount of time equal to 210 - (30 x PB) minutes. The process requires 20 pounds of any metal and 10 pounds of gun powder as well as an intelligence check using your tinker’s tools of 20 or higher to make a successful bomb where a failure results in a the hand bomb prematurely exploding doing 4d10 explosive damage.
The player can take 10 minutes to attempt to hide the mine by making a DEX check. If a creature’s passive perception is higher than the roll or if they make a perception or investigation check higher than the roll then they spot the device. When setup, a mine can be triggered by anything that weighs 20 pounds or more. When triggered, a 20-foot-radius sphere explosion does (1d12 x PB) explosive damage to anyone caught in the blast. Any vehicles or mounts that are in range of the mine’s explosion break or become unusable for at least an hour.
If not triggered, Mines can be dug up in 10 minutes and reused.
At 13th level, you can hold 1 land mine, and you can hold one additional bomb at 16th and 19th levels.
You also gain the mold earth cantrip.
Evil Mastermind
Over the course of 1 full uninterrupted hour, you can create an immovable 5 foot x 10 foot explosive with the capability of destroying entire buildings. Attempting to build the device requires concentration, and if concentration is broke, the process requires an extra 10 minutes of construction. Once completed, set a timer for however long the player desires, and once the time is up it will explode. When the device goes off it creates an explosive 300-foot-radius sphere that destroys all normal objects and does 20d20 explosive damage to all creatures caught in the blast.
Creating the bomb requires 1000 gp along with along with 300 pounds of any metal and 50 pounds of gunpowder.
A creature can attempt to disarm the bomb with an INT check of 20 or higher; if failed, the bomb prematurely explodes. The bomb has an HP of 50, and if it is reduced to 0, it prematurely explodes.
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