Base Class: Artificer
You have spent your life discovering techniques to build bombs and you have discovered multiple types, you are now a professional and can construct them over a short period of time.
Artificer spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Bombsmith Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
|
Artificer Level |
Bombsmith Spells |
|
3rd |
Fog Cloud, Colour Spray |
|
5th |
Hold Person, Knock |
|
9th |
Fireball, Melf’s Minute Meteors |
|
13th |
Vitriolic Sphere, Polymorph |
|
17th |
Wall of Force, Hold Monster |
Bomb Crafting
Starting at the 3rd level you have discovered how to construct bombs. You can prepare a number of them equal to up to your Intelligence modifier per long rest. Each bomb requires 30 gp worth of materials to create. Each Bomb has a throwing range of 10 times your strength or dexterity modifier whichever one is higher, a minimum of 30 feet. While having at least one bomb in your inventory if you would take 10 or more fire or lightning damage (calculate without including resistances and immunities) roll a d6 if you roll a 1 a random bomb in your inventory activates centered on you. These bombs are considered non-magical. You will gain new options for different types of bombs at levels 5, 11, and 17.
|
Bomb Name |
Bomb Effect |
|
Firebomb |
Each creature within 10 feet of where the bomb lands makes a dexterity save DC 8 + your intelligence modifier + your proficiency bonus, if failed they take 5d8 Fire damage or half as much on a successful one. |
|
Grapplebomb |
The bomb grapples to the target and does not roll in the direction it is thrown, if the bomb would target a person you make a dexterity attack that you are proficient in, if it hits it clings to the target, for every turn the bomb is attached to them, they can make an action on their turn to pull it off with a strength save DC 8 + your intelligence modifier + your proficiency bonus. Each creature within 10 feet of the bomb makes a dexterity save DC 8 + your intelligence modifier + your proficiency bonus, if failed they take 3d12 Fire damage or half as much on a successful one. |
|
Gasbomb |
Before throwing you can choose one of three gasses: Poison, Sleeping, or Smoke.
|
You gain these following Bombs at the corresponding levels.
|
Artificer Level |
Bomb Name |
Bomb Effect |
|
5 |
Impulse Grenade |
Each creature within 20 feet of the grenade cannot cast spells and every creature that is currently casting a spell, fails to cast it and all spells being cast by someone within this area automatically is dispelled. The Field disappears after 1 minute. |
|
11 |
Time Stop Bomb |
At the start of each creature within 20 feet of the bomb’s turn they make a strength save DC 8 + your intelligence modifier + your proficiency bonus, if succeeded their speed is halved and they have disadvantage on all attack rolls, skill checks, and strength and dexterity saving throws. If failed they have 5 feet speed and automatically fail all attack rolls, skill checks and strength and dexterity saving throws. Once they leave the area this no longer effects them. |
|
17 |
Quakenade |
Each creature within 30 feet of the bomb makes a dexterity saving throw DC 8 + your intelligence modifier + your proficiency bonus, if failed they take 10d8 fire damage, buildings around them take quadruple the damage. Each creature as well makes a strength saving throw of the same DC, if failed they get pushed back 10 50 feet in the opposite direction where the explosion happens compared to them. |
Bomb Properties
Starting at 5th level you gain the ability to add certain properties to your bombs. Before using a bomb you may use one of the following properties and place it onto that bomb: Time, Trap, or Trigger.
- Time: You may make your bomb have a set timer, this timer can be a maximum of up to 1 hour, upon the timer reaching zero the bomb will explode. A perception check or passive perception of 8 + your deception bonus + your proficiency bonus or more will allow a person to see the bombs location. A person may attempt to disarm the bomb by making an intelligence save DC 8 + your Intelligence modifier + your proficiency bonus. If you are making this saving throw you have advantage on it. When 10 or more fire or lightning damage would be dealt to it, roll a d6, if you roll a 1 the bomb explodes automatically.
- Trap: You make your bomb trigger upon a certain condition, whether that be a condition be a tripwire or a pressure plate does not matter as long as the bomb would be triggered upon a certain condition rather than a time or a manual trigger. A perception check or passive perception of 8 + your deception bonus + your proficiency bonus or more will allow a person to see the bomb's location and an intelligence save DC 8 + your Intelligence modifier + your proficiency bonus will allow a person to disarm the trap. If you are making this saving throw you have advantage on it. When 10 or more fire or lightning damage would be dealt to it, roll a d6, if you roll a 1 the bomb explodes automatically.
- Trigger: You have a manual switch for your bomb that you may activate at any point in time. The bomb will not trigger until you activate the switch. A perception check or passive perception of 8 + your deception bonus + your proficiency bonus or more will allow a person to see the bomb's location. A person may attempt to disarm the bomb by making an intelligence save DC 8 + your Intelligence modifier + your proficiency bonus. If you are making this saving throw you have advantage on it. When 10 or more fire or lightning damage would be dealt to it, roll a d6, if you roll a 1 the bomb explodes automatically.
Bomb Practice Upgrade
Starting at 9th level you may choose a way to improve your practices with using bombs. Choose one of the following improvements: Hard Shell Cover, Empowered Formula, Propelling Launch, and Sudden Shock.
- Hard Shell Cover: When you would roll a d6 to determine if a bomb will accidentally explode, you roll a d12 instead.
- Empowered Formula: All damages that would be dealt by bombs ignore resistances, and immunities are treated as resistances.
- Propelling Launch: When you would throw a bomb the normal range of the bomb being thrown is 5 times the normal amount.
- Sudden Shock: When a bomb you made would activate, each creature making a saving throw against it this turn have disadvantage.
Empowered Formula
All damages that would be dealt by bombs ignore resistances, and immunities are treated as resistances.
Hard Shell Cover
When you would roll a d6 to determine if a bomb will accidentally explode, you roll a d12 instead.
Propelling Launch
When you would throw a bomb the normal range of the bomb being thrown is 5 times the normal amount.
Sudden Shock
When a bomb you made would activate, each creature making a saving throw against it this turn have disadvantage.
Favoured Victim
Starting at 15th level when a bomb you make would activate that didn't activate from a misfire, you may choose a number of people equal to up to your intelligence modifier that would be within the bomb's range, those people automatically succeed the saving throw.
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