Base Class: Artificer
Talented Inventor
Demolitionists are the ultimate welders of explosives, with bombs that erupt in magical lightning, powerful fire, and even harness the power of ice. They are defined by their expertise and detection to their work, years and years of trial and error to finalize and perfect their craft. A bomb is powerful weapon, a single bomb could wipe out armies and tear down cities. Some demolitionists use their craft to bring terror, others use it to defend. A demolitionist should be intellectual and wise, they should know the power of what they hold, their actions reflect this in battle, utilizing the many different types of explosives to help their party to the best of their ability.
Explosive Expertise
Starting at level 3, Once per long rest, you can create 1d4 + your intelligence modifier amount of bombs. This ability also allows you to add your intelligence modifier to the DC dexterity saving throw of 12 to your bombs. these bombs deal 2d6 fire damage plus your dexterity modifier.
During a short rest, you may create 1d4 amount of bombs, which you can add to your inventory. The maximum amount of bombs you are able to carry is 5, however this increases at 5th level increasing to 7, increasing to 10 at level 9, 13 at level 14, and 20 at level 17.
Versatile Explosions
Starting at 5th level, you can imbue your bombs with a special properties.
Empowered bomb
2d8 fire damage, if any creature in range of this attack fail the dexterity saving throw, they become ignited and take 2 fire damage at the start of their turn, to extinguish the fire, the affected target must make a DC 12 constitution saving throw.
Storm bomb
1d4 thunder, 1d6 lightning, any creature within 5ft of the bomb must make a constitution saving throw or be knocked prone.
Flash bomb
1d4 piercing, if any creature within 10ft of the bomb fails their dexterity saving throw, they become blinded and deafened till the end of their next turn.
Frost bomb
1d6 cold, 1d4 piercing, any creature within 10ft of the bomb must make a constitution saving throw or become petrified till the end of their next turn.
Force bomb
2d4 force, if any creature within 10ft of the bomb fails their dexterity saving throw, They are pushed 15ft away in a random direction determined by 1d4, 1 they are pushed north, 2 they are pushed east, 3 they are pushed south, 4 they are pushed west.
Wild bomb
Roll 1d6, this will determine the damage type of the bomb.
- 1d6+1d4 Thunder damage
- 1d6+1d4 Lightning damage
- 1d6+1d4 Radiant damage
- 1d6+1d4 Necrotic damage
- 1d6+1d4 Poison damage
- 1d6+1d4 force damage
You can have a maximum amount of 3 bombs that can be customized, this becomes 6 at level 5, and at level 9 a maximum of 10.
Arcane Detonation
Starting at level 5, you can use 2 of your bombs to combine them into one and create an arcane bomb. This bomb when thrown, casts one of your spells in a 15ft radius from where it explodes. If you wish to use a higher level spell on your bomb, you must combine 1 more bomb for each level higher than 1.
You cannot imbue a versatile bomb with a spell however you may plant the arcane bomb.
Death from Below
Beginning at 5th level, you can use a bonus action to place down a bomb and burry it. When a creature that is not you leaves or enters within 15ft of the bomb, they must make a dexterity saving throw using your spell save DC. On a successful saving throw, they take half damage from your bomb, on a failure, They take full damage. After this, the bomb disappears.
You can plant as much as 3 mines at a time. You cannot collect the planted bombs or they will immediately trigger and deal damage to yourself.
Burst Bomb
Starting at level 9, during a short or long rest, you can roll 1d4, and create that amount of burst bombs. These bombs explode in shrapnel, they can be thrown up to 100ft and deal 1d6 plus your dexterity modifier of piercing damage. The maximum amount of burst bombs you can carry is 4, they are counted separately from your versatile and regular bombs.
Mechanical Advantage
Starting at level 15, you can create a mechanical creature with a weight of no more than 5lbs. After throwing the creature, it travels in a straight line from you to any direction you want within 30ft, any creature within 5ft of it's travel path must make a dexterity saving throw. On a failure, the creature takes 1d6 fire damage. On a success, it takes half as much.
This creature can be customized with the versatile explosions feature. if this creature is customized, then any creature within 5ft of your creatures travel path suffers the effect of both 1d6 fire damage and your versatile explosion on a failed dexterity saving throw. you have three mechanical creatures per long rest and they are counted separately from your versatile bombs and regular bombs.
Evasive Maneuvers
Starting at level 15, you have advantage on all dexterity saving throws caused by explosions, this includes your own bombs. If you succeed on a dexterity saving throw caused by your attack, you take no damage rather than half and you move 5ft in the opposite direction of where you are looking. If you fail a dexterity saving throw caused by your attack, then you are able to reroll that save without your modifiers or proficiency bonuses.
Any 2 creatures you choose within 5ft of you also gain this ability till the end of your turn.
Previous Versions
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1/4/2022 11:17:25 PM
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