Base Class: Artificer
A good inventor knows: always include a self-destruct button.
A Demolitionist is an aficionado of the destructive arts, crafting volatile alchemical compounds and incendiary arcane devices to annihilate anything that blockades their path. With their intelligence and patience, Demolitionists decode the complex systems of alchemy and magic to unlock the rawest potential for explosive devastation in their spells and inventions. Their work is well-suited for constructive efforts in advancing civilizations, demolishing mountains or other troublesome natural terrain to manufacture tunnels, dams, underground structures, or clear the way for mighty buildings and fortresses. Yet the inventions of Demolitionists can just as well be used for horrifying or violent means, laying waste to battalions of enemies in war.
Artificers that choose this path often have a manic passion for explosions and destruction, but they also learn a cautious respect for the powers of alchemy and magic, appropriately fearful of their inventions falling into the wrong hands. Others may call it paranoia, but Demolitionists know the wisdom in designing self-destruct measures in all their creations, taking steps so that their inventions can never be used against them.
Tool Proficiency
When you adopt this specialization at 3rd level, 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.
Demolitionist Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Demolitionist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
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Demolitionist Spells |
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Artificer Level |
Demolitionist Spells |
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3rd |
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5th |
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9th |
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13th |
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17th |
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Self-Destruct Buttoneer
When you reach 3rd level, you learn to embed self-destruct features in all of your creations—as any good inventor should—allowing you to remotely destroy any of your devices and damage anyone who stole them. As a reaction, you can detonate one magical item you crafted or one item you infused with your Infuse Item feature. When you detonate an item in this way, it explodes into several smaller pieces and becomes unusable, and you force each creature within 5 feet of it to make a Dexterity saving throw against your spell save DC, taking 2d8 acid, fire, lightning, or thunder damage (your choice) on a failed saving throw or half as much damage on a successful one. Once an item has been detonated in this way, if you recover all of its smaller pieces, you may repair it over the course of a long rest using a set of thieves' tools or tinker's tools.
The damage of an item’s self-destruction increases by 1d8 when you reach 5th level in this class (3d8), 9th level in this class (4d8), and 15th level in this class (5d8).
Alternatively, as a reaction you may detonate one Tiny object you bestowed with magic using your Magical Tinkering feature. When you detonate an object in this way, it explodes and is destroyed, and each creature within 1 foot of it takes acid, fire, lightning, or thunder damage (your choice) equal to your Intelligence modifier.
Additionally, if a magical item you crafted, an item you infused with your Infuse Item feature, or a Tiny object you bestowed with magic using your Magical Tinkering feature is held or used by a creature other than you, a mental alarm alerts you with a ping in your mind if you are within 1 mile of the object. You know what creature is holding or using the object, if you have seen that creature before. If you have not seen that creature before, you know its size and race. You can designate creatures that won’t set off the alarm.
And finally, when you die, you may choose to instantly detonate any number of magical items you crafted, items you infused with your Infuse Item feature, or Tiny objects you bestowed with magic using your Magical Tinkering feature.
Grenadier
Starting at 5th level, your masterful skill with volatile explosives and combustible materials becomes apparent:
- Your artificer spells and features deal double damage to objects and structures.
- You can throw a non-weapon item as a bonus action, such as acid (vial), alchemist's fire (flask), or oil (flask).
- When you use alchemist's supplies to make one dose of acid (vial), alchemist's fire (flask), antitoxin, oil (flask), perfume (vial), or soap as part of a long rest, you only need to subtract one-fifth the value of the created item (minimum of 1 cp) from the total gp worth of raw materials you are carrying.
Splash Targeting Systems
Beginning at 9th level, your advanced arcane explosives can intelligently avoid friendlies. You and any creatures of your choice ignore all damage from your artificer spells and features, magical items you crafted, and items you infused with your Infuse Item feature.
Incendiary Destruction
Starting at 15th level, little can survive your devices of demolition. You can cast chain lightning or delayed blast fireball without expending a spell slot and without preparing the spell, provided you use alchemist's supplies or tinker's tools as the spellcasting focus. Once you cast a spell with this feature, you can't cast either spell with it again until you finish a long rest.
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