Base Class: Artificer
"This'll be a blast!"
You're a ******* maniacal genius. Simply put, you love blowing shit up and you've spent a great deal of time figuring out the best way to do just that. Your expertise in explosives and all things destruction is unmatched. You've mastered it down to how the kaboom looks, smells and even tastes. You could be putting that genius to use curing diseases or coming up with quintessential social infrastructure but man you just want to explode stuff.
Protective Gear
You learn from your mistakes and have prepared yourself against any rogue explosions.
When you reach 3rd level, your dedicated training provides you with the following benefits:
• You add your Intelligence modifier to your AC. You can use a shield and still gain this benefit.
• You gain a bonus to your initiative rolls equal to your Intelligence modifier.
Tools of Destruction
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Artillerist 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 | Spell |
|---|---|
|
3rd |
|
|
5th |
|
|
9th |
|
|
13th |
|
|
17th |
The Fun Stuff
Beginning at 3rd level you can tinker and toil at the end of a long rest to create one explosive with the effect of your choice from The Fun Stuff table. Creating explosives requires tinker's tools, and any explosive you create with this feature lasts until it detonates or until the end of your next long rest. When you reach certain levels in this class you can create additional explosives at the end of your long rest: two at 5th level, three at 9th level and four at 15th level. You can create additional explosives by expending a spell slot of 1st level or higher. One spell slot used equates to one additional explosive (i.e if a single 2nd level slot is used, you create two explosives). When you detonate your explosives, every creature in a 10ft radius must make the saving throw indicated on The Fun Stuff table. On a failed save, a creature takes damage and is subject to The Fun Stuff's effects. On a successful save, the creature takes half damage and suffers no other effect. The saving throw DC to avoid The Fun Stuff effects is equal to your artificer spell save DC.
Detonation
As an action you can activate an explosive you're holding in your hand, choosing whether to detonate it on impact or by proximity. Once activated the explosive can be detonated any time before the end of your next long rest using the detonation type of your choice:
• Impact Detonation. You can use your action to throw an activated explosive up to 15 feet, where it detonates on contact with a creature or object, triggering its effect.
• Proximity Detonation. You place an activated explosive on the ground or surface, then when any creature other than you approaches within 5 feet of the activated blast disk, it immediately detonates, automatically triggering its effect.
The Fun Stuff
|
Explosive |
Save |
Effect |
|
Love Bomb |
Wis |
Deals 3d8 radiant damage to undead creatures and heals living creatures for half as much. This has no effect on constructs |
|
Corrosive |
Dex |
Deals 3d6 acid damage, and the creature takes half as much damage at the start of its next turn. This can be used to melt structures and constructs. |
|
Lightning in a Bottle |
Dex |
Deals 3d6 lightning damage and the creature can’t take reactions until the end of your next turn. |
|
Casket Bomb |
Con |
Deals 3d6 necrotic damage and the creature can’t regain hit points until the end of your next turn. |
|
Flashbang |
Con |
3d4 thunder damage and the creature is blinded and deafened until the end of your next turn. |
|
Glitterbomb |
Dex |
Deals 3d8 fire damage and the creature is coated in a magical glitter. Until the end of your next turn any attack made against the creature is made with advantage. While coated the creature can’t benefit from being invisible. |
|
Fear toxin |
Wis |
Deals 3d4 psychic damage and the creature is frightened until the end of your next turn. |
|
Coldsnap |
Dex |
Deal 3d8 cold damage and the creature’s speed is reduced to 0 until the end of your next turn. |
|
Carpet Bomb |
Str |
Deals 3d8 force damage and the creature is pushed 10 feet away from the center of the explosion. |
|
Stink Bomb |
Con |
Deals 3d8 poison damage and the creature is poisoned until the end of your next turn. |
|
Bossa Nova |
Dex |
Deals 3d10 fire damage |
Bites the Dust
Starting at 5th level, you can amplify the destructive effects of magical energies. Whenever a creature you can see within 30 feet of you takes damage from a magical attack or effect, you can use your reaction to deal an additional 1d10 damage of the attack's damage type.
Collateral Damage
By 9th level, you're an experienced demolitionist, and you've discovered a few shortcuts to quickly creating explosives. You can now create explosives when you complete a short or long rest, instead of just after a long rest.
Master of Mayhem
By 15th level, you're an uncontested master of mayhem, and your explosives are unusually potent. You now roll twice as as many dice when dealing damage with explosives.
Previous Versions
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1/11/2022 9:51:00 PM
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6
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Coming Soon
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1/11/2022 11:12:46 PM
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7
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Coming Soon
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