Artificer
Base Class: Artificer

An artificer who specializes as a Pyromaniac creates bombs and explosives that satisfy the inner arson within them. A Pyromaniac harbors potent fire that comes out in their crafting. The artificer uses this flame to create weapons of destruction, able to rival even the strongest spells.

Tool Proficiency

3rd-level Alchemist feature

You gain proficiency with tinker's tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

Pyromaniac Spells

3rd-level Pyromaniac feature

You always have certain spells prepared after you reach particular levels in this class, as shown in the Pyromaniac Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Pyromaniac Spells

Artificer Level Spell

3rd

burning hands, faerie fire

5th

pyrotechnics, scorching ray

9th

fireball, glyph of warding

13th

fire shield, wall of fire

17th

flame strike, immolation

Explosive Creations

3rd-level Pyromaniac feature

 As an action, you can create an Explosive Bomb. This bomb can either be a Timed Bomb or a Detonated Bomb, which you choose when you take the action to make it.

A Timed Bomb can have a fuse time as low as 6 seconds, to as long as 1 hour. When the time ends, the bomb explodes. If the Timed Bomb is set to blow up in 6 seconds, then it explodes at the start of your next turn. When the bomb explodes, all creatures within 10 feet of the bomb take a number of d8s worth of fire damage equal to your number of artificer levels.

A Detonated Bomb does not have a fuse, and instead can be blown up at any time using your Bonus Action. However, the bomb is defused if 24 hours have passed since it was created. When the bomb explodes, all creatures within 10 feet of the bomb take a number of d6s worth of fire damage equal to your number of artificer levels.

You can make a number of bombs equal to your intelligence modifier (minimum of once), before needing to take a long rest to make one again.

Pyromania

5th-level Pyromaniac feature

You gain resistance to fire damage. Additionally, once per long rest, you can choose to become Immune to fire damage for 1 minute as a bonus action on any of your turns.

At 15th level, you gain permanent immunity to fire damage, and activating this ability lets you heal from fire damage for 1 minute. Instead of taking damage, you regain a number of hit points equal to half of the fire damage the attack dealt.

Potent Flame

9th-level Pyromaniac feature

When you deal fire damage, you can add your intelligence modifier to the damage of the attack. Additionally, your fire damage now deals maximum damage to non-magical structures.

Explosive Breakthrough

15th-level Pyromaniac feature

When you get this class feature at 15th level, select one of three possible Explosive Breakthroughs. These items are new bombs you can make when you create a bomb as an action on your turn. The bombs and what they do, is detailed below.

Massive Bomb

When you create this bomb, also select if you want it to be a Timer or Detonation Bomb. The trigger and damage dice is the same as the second bomb you choose, however it's radius is extended to 30 feet instead of 10 feet.

Missile Bomb

When you create this bomb, make a ranged spell attack against one creature who you can see within 120 feet. If you hit, all creatures within 10 feet of the target take a number of d4s worth of fire damage equal to your number of artificer levels. The target, however, takes double the damage.

Self Bomb

This bomb is not a bomb you can place. Instead, this bomb shares your space at all times. Whenever you take damage while this bomb is active, you can use your reaction to detonate the bomb. When the bomb explodes, all creatures within 10 feet of the bomb take a number of d8s worth of fire damage equal to your number of artificer levels.

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