Base Class: Artificer
This destructive power is valued by armies in the wars on many different worlds. And when war passes, some members of this specialization seek to build a more peaceful world by using their powers to fight the resurgence of strife. The world-hopping gnome artificer Vi has been especially vocal about making things right: “It’s about time we fixed things instead of blowing them all to hell.”
Tool Proficiency
3rd-level Explosive Expert feature
You gain proficiency with smith’s tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Explosive Expert Spells
3rd-level Explosive Expert 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.
Explosive Expert Spells
| Artificer Level | Spell |
|---|---|
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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 |
Explosives
3rd-level Explosive Expert feature
You've learned how to create a magical bomb. Using smith’s tools, you can take an action to magically create a Small or Tiny bomb in an unoccupied space within 5 feet of you. You can create a number of bombs equal to your proficiency bonus, you can’t create a bomb again until you finish a long rest or until you expend a spell slot to create one.
The bomb is a magical object. When you create the bomb, you determine its appearance, although it must take a simple shape and cannot mimic intricate objects. You also decide which type it is, choosing from the options on the Bombs table. The bomb is an object and can be thrown by hand or with a sling or other projectile launcher. You have proficiency with improvised weapons when throwing the bomb.
Bomb damage Increases: Level 7 (3d8), Level 11 (4d8), Level 5 (5d8)
| BOMBS | Description |
|---|---|
|
Fire Bomb |
The incendiary bomb can be thrown up to 30ft and upon impact it explodes in fire. Each creature in a 10 ft radius must make a Dexterity saving throw against your spell save DC, taking 2d8 fire damage on a failed save or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried. |
|
Acid Bomb |
The acid bomb can be thrown up to 30ft and upon impact splashes acid. Each creature in a 10 ft radius must make a Dexterity saving throw against your spell save DC, taking 2d8 acid damage on a failed save or half as much damage on a successful one. The acid damages any objects in the area that aren’t being worn or carried. |
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Poison Bomb |
The poison bomb can be thrown up to 30ft and upon impact it explodes and emits a poisonous gas. Each creature in a 10 ft radius must make a Constitution saving throw against your spell save DC, taking 2d8 poison damage on a failed save or half as much damage on a successful one. The poison gas stays in the area for 1d6 rounds, unless dispersed by a strong wind. |
Alchemical Savant
5th-level Explosive Expert feature
You've developed masterful command of magical chemicals, enhancing the healing and damage you create through them. Whenever you cast a spell using your alchemist’s supplies as the spellcasting focus, you gain a bonus to one roll of the spell. That roll must restore hit points or be a damage roll that deals acid, fire, necrotic, or poison damage, and the bonus equals your Intelligence modifier (minimum of +1).
Improved Explosives
9th-level Explosive Expert feature
Your skills with explosives continue improving, now all bomb's thrown range increases to 60ft. And you gain the ability to aim the bomb more accurately, you may now choose one creature in the bombs' explosive radius that will be immune to the effects of the bomb.
Additionally, your experimentation has taught you how to create a non-destructive bomb. You learn to create a healing bomb that upon impact explodes with a magical healing oil. Each willing creature in a 10 ft radius regains hit points equal to the bomb damage at your level, if unwilling they must make a Dexterity saving throw against your spell save DC, taking healing on a failed save or half as much healing on a successful one. The area is coated in an oily substance.
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Healing Bomb |
The healing bomb can be thrown up to 60ft and upon impact it explodes with a magical healing oil. Each willing creature in a 10 ft radius regains hit points equal to the bomb damage at your level, if unwilling they must make a Dexterity saving throw against your spell save DC, taking healing on a failed save or half as much healing on a successful one. The area is coated in an oily substance. |
Chemical and Explosive Mastery
15th-level Explosive Expert feature
You have been exposed to so many chemicals that they pose little risk to you, and you can use them to quickly create explosions at will:
- You gain resistance to acid damage and poison damage, and you are immune to the poisoned condition.
- You can cast immolation and heal without expending a spell slot, without preparing the spell, and without material components, provided you use alchemist’s supplies as the spellcasting focus. Once you cast either spell with this feature, you can’t cast that spell with it again until you finish a long rest.
Previous Versions
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11/4/2022 8:25:13 AM
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11/4/2022 8:30:58 AM
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11/4/2022 8:44:38 AM
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