Artificer
Base Class: Artificer

An expert in making things explode, most the time things that shouldn't.

Dodge Proficiency

You gain proficiency with Dexterity saving throws from explosions you are expecting

Explosive Mind

you may grant any single target spell an AoE of 20ft and replace the attack roll with a dex save equal to your spell DC,

on successful save cantrips deal no damage and any spell level 1 or higher deals half damage.

if you do so reduce the damage die of the spell by 1 grade (e.g. d10>d8, d6>d4) to a minimum of d4

Explosive Amplification

You may double the damage or AoE of any spell with an AoE of 10ft or greater up to your proficiency modifier times per long rest

this feature may not be used on a spell that has been effected by your Explosive Mind feature

Superheated Accelerator

You gain double your spell casting modifier amount of Accelerator dice you may spend up to 2 of these dice on any spell with an AoE

for each die spent this way add 1d6 of fire damage to the spell

 the pool refills after a long rest

At level 9 increase the damage to d8

Plasma Fuels

Your Superheated Accelerator die become d8

when you cast a spell that deals fire damage in an AoE now force the creatures hit to pass a Constitution saving throw or be blinded until your next turn

Flak Field

You and allies within 20ft of you have expertise for Dexterity saving throws resulting from explosions or AoE spells caused by sources you can see

You or allies that succeed a Dexterity saving throw affected by this feature take no damage resulting from the source

Exploder Image

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