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
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