Artificer
Base Class: Artificer

Through the mixture of different chemicals they create magic like effects and explosions. Often activated by hurling grenadelike containers into battle, these mixtures can have potent immediate, and lasting effects. 

Tool Proficiency

3rd-level Artillerist feature

You gain proficiency with [Tooltip Not Found]. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

Bombardier Spells

3rd-level Bombardier feature

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.

Bombardier Spells

Artificer Level Spell

3rd

shield, thunderwave

5th

scorching ray, shatter

9th

fireball, wind wall

13th

ice storm, wall of fire

17th

cone of cold, wall of force

Flask Grenade

3rd-level Bombardier feature

You've learned how to create a magical grenade. Using alchemists tools or brewers tools, you can take an action to create a magical grenade.

You may have a number of grenades prepared up to your intelligence modifier, plus your proficiency bonus. If you create more than that, you must choose one of your existing concoctions to lose its magic.   

As an action, you may throw one of your grenades up to 60 feet. When you use your action to throw a grenade, as a bonus action, you may expend a spell slot to magically imbue the grenade. Magically imbued grenades grant additional effects, and increase in power based on the spell slot expended to imbue them.

Flask Grenade

Grenade Activation

Glue Bomb

The grenade explodes in a 15 foot cube covering the area in a sticky adhesive for one minute. Each creature in the area makes a Dexterity saving throw against your spell save DC. On a failed save the creature is restrained until its next turn. On a successful save the creature's movement speed is  reduced to 10 feet. A creature that starts its turn in the area, or enters the area for the first time on its turn, must make a dexterity saving throw against your spell save DC or be restrained until its next turn.

Imbued Bonus: A magically imbued glue bomb increases the size of the cube by 5 feet for each level of the spell slot used. You may also magically protect one creature from the grenades' effects for each level of the spell slot used.

Wildfire

This grenade contains a bluish green flame that explodes on impact erupting in a 10 foot cube. Any creature caught in the explosion makes a Dexterity saving throw against your spell save DC. On a failed save the creature takes 3d8 fire damage, or half as much on a success.

Imbued Bonus: A magically imbued wildfire grenade ignores resistances and deals an extra 1d8 per level of spell slot expended.

Lightning in a bottle

This grenade contains and electrical storm that is released on impact creating a storm cloud in a 30 foot cube, and 60 feet above the ground. On the turn that you throw this grenade a loud boom echo's from the cloud causing any creature under the cloud to make a Constitution saving throw against your spell save DC. On a failed save a creature becomes stunned until the end of its next turn. On a success a creature is deafened until the end of its next turn. At the beginning of your next turn any creature still under the cloud takes 4d8 lightning damage.

Imbued Bonus: A magically imbued lightning in a bottle grenade forces creatures to make the saving throw at disadvantage. The lightning damage increases by 2d8 for each level of the spell slot expended.

Homebrewer

5th-level Bombardier feature

 You know how to make your chemical concoctions especially potent. After a short or long rest you may spend 10 minutes crafting a special chemical agent. When you create any Flask grenades in the next 24 hours you may add some of this agent to make the grenades effects harder to avoid.

Flask grenades with the special chemical agent have a +1 to their spell save DC. This bonus increases to +2 at level 10, and +3 at level 15.

This bonus also extends to artificer Cantrips.

Volatile Alchemy

9th-level Artillerist feature

Wildfire you create is more destructive:

  • The grenade's damage increases by 3d8.

Lighting in a bottle you create is more destructive:

  • The grenade's increases by 4d8.

Chemical Catapult

15th-level Bombardier feature

You’re a master at throwing your Flask grenades:

  • You can throw your grenades up to 120 feet.
  • Wildfire you create deals an additional 3d8 damage.
  • Lighting in a bottle you create deals an additional 4d8 damage.

Comments

Posts Quoted:
Reply
Clear All Quotes