Artificer
Base Class: Artificer

Arcane bombardiers are artificers who experiment with and combine chemical reagents, magic, and technology to craft a variety of arcane explosive ordnance. Fearless pioneers in the creation, handling, modification, and improvement of these dangerous mixtures, arcane bombardiers further their research with each detonation. Every explosion is data for the arcane bombardier to study, and they love collecting data.

Volatile Implements

3rd-level Arcane Bombardier feature

You gain proficiency with alchemist’s supplies. If you already have proficiency, you gain proficiency with one other type of artisan’s tools of your choice. Additionally, you gain proficiency in heavy armor.

Deft Digits

3rd-level Arcane Bombardier feature

The countless hours you’ve spent tinkering and tuning has made you quite the adroit engineer. At 3rd level, you gain proficiency in Sleight of Hand. If you already have proficiency, you instead gain expertise.

Arcane Bombardier Spells

3rd-level Arcane Bombardier feature

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

Artificer Level

Spell

3rd

faerie fire, sanctuary

5th

enlarge/reduce, web

9th

fireballstinking cloud

13th

blight, wall of fire

17th

contagion, hold monster

Arcane Ordnance

3rd-level Arcane Bombardier feature

Starting at 3rd-level, you craft a special bag for your various toolkits and inventions, called an ordnance satchel. It can serve as a spellcasting focus for your Artificer spells and becomes a valid target for one of your infusions. 

During a long rest, with your ordnance satchel in hand, you can magically produce a number of arcane explosives equal to your proficiency bonus. You can only have a number of arcane explosives created in this manner equal to your proficiency bonus and they last until used or replaced. You regain half of your expended uses on a short rest, rounded down. You regain all expended uses when you finish a long rest.

An arcane explosive you create has the following benefits:

  • It is a Tiny object weighing 1 pound, has an AC of 20, and 1 hit point.
  • It is immune to all conditions and lasts until used. 
  • When you attack with an arcane explosive, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls. 
  • You can throw your arcane explosive (40/80) feet at a target you can see.
  • If you target a creature directly and hit, they take 1d4 + your Intelligence modifier (minimum of 1) bludgeoning damage.
  • Each creature within a 10 foot sphere of the target area must make a Dexterity saving throw against your spell save DC or suffer the base status effect of the Arcane Explosive you used.
    • On a success, a creature takes half damage and does not suffer the base status effect.
    • A creature can attempt a Strength or Constitution save at the end of their next turn to try and end the status effect.
  • You can also create an additional arcane explosive as an action by expending a 1st-level spell slot.
    • As a part of the same action, you can make an attack with that explosive.

Blight Bomb Contained within this metal sphere is a dark, putrid smelling alchemical concoction made of volatile toxic chemicals that rot flesh and cause decay.

Bottled Lightning Within this small glass vial is an essence of pure lightning, crackling and brimming with energy, with potential to stun an unlucky foe.

Concussive Charge This spherical device emits an incredibly loud, piercing noise before detonating, which can be heard up 300 feet away, releasing a wave of thunderous energy, knocking over anything unsecured in its path.

Cryo Charge This vial, icy cold to the touch, contains a bright blue liquid reagent that rapidly absorbs heat when exposed to air, freezing everything in its wake and encapsulating enemies in ice.

Junk Bomb With whatever scrap materials you can find, you manage to craft a deadly improvised bomb that can rip, shred, impale, and tear creatures apart.

Ooze Grenade This flask contains a semi-sentient ooze that when released, rapidly spreads and attempts to consume its victims with its acidic slime.

Solar Flare An alternate take on alchemist's fire, this cylindrical incendiary device immolates everything in its radius with white, magical fire, and can blind a target who looks directly at it.

Toxic Bomb This ceramic grenade has a deadly mixture of alchemical ingredients that, when exposed to air, release a cloud of gas that burns the lungs and eyes, causing momentary blindness.

When you create your arcane explosives, choose from the following:

Arcane Explosive

Base & 1st-Level slot

Surge & 2nd-Level slot

Saving Throw

Blight Bomb

2d8 Necrotic

**Persistent Necrotic

Slowed

CON

Bottled Lightning

2d6 Lightning

*Shocked

Stunned

CON

Concussion Charge

2d8 Thunder

Prone

Deafened

CON

Cryo Charge

2d6 Cold

Slowed

Restrained

STR

Junk Bomb

2d10 *B/P/S**

Prone

Slowed

STR

Ooze Grenade

2d6 Acid

Grappled

**Persistent Acid

Restrained 


STR

Solar Flare

2d6 Fire

Slowed

**Persistent Fire

Blinded

CON

Toxic Bomb

2d4 Poison

Poisoned

**Persistent Poison 

Blinded

Incapacitated


CON

*Target cannot take reactions for one round

*Bludgeoning/Piercing/Slashing**

**Target takes one damage die per round of the same type as the arcane explosive used while target is affected by status effect

Duck and Cover

5th-level Arcane Bombardier feature

Handling dangerous material has improved your situational awareness. 

  • You have advantage on Dexterity saving throws against effects that you can see. 
  • To gain this benefit, you cannot be blinded, deafened, or incapacitated.

Arcane Ordnance Adept

5th-level Arcane Bombardier feature

Your field research has yielded new results, as you have an even better understanding of combustibles. You channel a surge of arcane inspiration. For each spell slot you expend above 1st-level to create an arcane explosive:

  • Add one additional damage die and increase all damage die by one step (i.e, d4 to d6 to d8, etc.)
  • On a failed save, a creature suffers the surge and base effect of the Arcane Explosive used.
  • Additionally, you add force damage equal to your proficiency bonus to one of your arcane explosive damage rolls

Arcane Ordnance Expert

9th-level Arcane Bombardier feature

You’ve become a leading authority on all things that go boom. Each arcane explosive you create is even more destructive and gains the following traits: 

  • Base damage rolls increase by one additional die.
  • Blast radius increases to 15 feet.
  • You can use your reaction to force a creature to make their saving throws with disadvantage against your Arcane Explosives once per long rest.

Experimental Payload

9th-level Arcane Bombardier feature

You’ve begun experimenting with unique, but volatile payloads. You can expend a 3rd-level spell slot or higher (following the same upcasting rules for arcane explosives) to create one of the following arcane explosives:

Eldritch Ordnance A rift in the planes is forced open, revealing horrors beyond comprehension, as they attempt to claim those unlucky enough to gaze upon them.

Gravity Well A portal into the vacuous expanse of space appears, revealing a collapsing star in the distance, pulling anything not secured to the ground towards it

Holy Hand Grenade Legends of old speak of this weapon and its ability to destroy evil and undead; you’ve cracked the recipe and produce the first ones seen in ages.

 

Eldritch Ordnance

5d12 Psychic damage

-

Frightened and Slowed

INT

Gravity Well

5d12 Force

Grappled and Restrained

Area becomes difficult terrain for 1 minute

STR

Holy Hand Grenade

3d12 Radiant

2d12 Fire

-

Blinded and Incapacitated

CON

If you target a creature directly and hit when you use this feature, they take 1d8 + your Intelligence modifier (minimum of 1) bludgeoning damage.

On a failed save, targets suffer the damage and status effect as listed. On a success, they take half damage and no effect.

You can use this feature once per long rest and you must immediately roll on the Wild Magic table, as a wave of unstable magical energy is released.

Arcane Ordnance Master

15th-level Arcane Bombardier feature

Your knowledge of explosive ordnance is unmatched, as you are, for better or for worse, a legend among adventurers, the people, and the artificer community.

  • Blast radius increases 20 feet.
  • You can use your Experimental Payload feature twice, instead of once.
  • You can use your bonus action to make an attack with your arcane explosives a number of times equal to your Intelligence modifier. Recharges on long rest.
  • You can use your reaction to force a creature to make their saving throws with disadvantage against your Arcane Explosives three times per long rest.

Volatile Implements

You gain proficiency with alchemist’s supplies. If you already have proficiency, you gain proficiency with one other type of artisan’s tools of your choice. Additionally, you gain proficiency in heavy armor.

Deft Digits

The countless hours you’ve spent tinkering and tuning has made you quite the adroit engineer. At 3rd level, you gain proficiency in Sleight of Hand. If you already have proficiency, you instead gain expertise.

Arcane Bombardier Spells

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

 

Artificer Level

Spell

3rd

faerie fire, sanctuary

5th

enlarge/reduce, web

9th

fireball, stinking cloud

13th

blight, wall of fire

17th

contagion, hold monster

Arcane Ordnance

Arcane Ordnance

3rd-level Arcane Bombardier feature

Starting at 3rd-level, you craft a special bag for your various toolkits and inventions, called an ordnance satchel. It can serve as a spellcasting focus for your Artificer spells and becomes a valid target for one of your infusions. 

During a long rest, with your ordnance satchel in hand, you can magically produce a number of arcane explosives equal to your proficiency bonus. You can only have a number of arcane explosives created in this manner equal to your proficiency bonus and they last until used or replaced. You regain half of your expended uses on a short rest, rounded down. You regain all expended uses when you finish a long rest.

An arcane explosive you create has the following benefits:

  • It is a Tiny object weighing 1 pound, has an AC of 20, and 1 hit point.
  • It is immune to all conditions and lasts until used. 
  • When you attack with an arcane explosive, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls. 
  • You can throw your arcane explosive (40/80) feet at a target you can see.
  • If you target a creature directly and hit, they take 1d4 + your Intelligence modifier (minimum of 1) bludgeoning damage.
  • Each creature within a 10 foot sphere of the target area must make a Dexterity saving throw against your spell save DC or suffer the base status effect of the Arcane Explosive you used.
    • On a success, a creature takes half damage and does not suffer the base status effect.
    • A creature can attempt a Strength or Constitution save at the end of their next turn to try and end the status effect.
  • You can also create an additional arcane explosive as an action by expending a 1st-level spell slot.
    • As a part of the same action, you can make an attack with that explosive.

Blight Bomb Contained within this metal sphere is a dark, putrid smelling alchemical concoction made of volatile toxic chemicals that rot flesh and cause decay.

Bottled Lightning Within this small glass vial is an essence of pure lightning, crackling and brimming with energy, with potential to stun an unlucky foe.

Concussive Charge This spherical device emits an incredibly loud, piercing noise before detonating, which can be heard up 300 feet away, releasing a wave of thunderous energy, knocking over anything unsecured in its path.

Cryo Charge This vial, icy cold to the touch, contains a bright blue liquid reagent that rapidly absorbs heat when exposed to air, freezing everything in its wake and encapsulating enemies in ice.

Junk Bomb With whatever scrap materials you can find, you manage to craft a deadly improvised bomb that can rip, shred, impale, and tear creatures apart.

Ooze Grenade This flask contains a semi-sentient ooze that when released, rapidly spreads and attempts to consume its victims with its acidic slime.

Solar Flare An alternate take on alchemist's fire, this cylindrical incendiary device immolates everything in its radius with white, magical fire, and can blind a target who looks directly at it.

Toxic Bomb This ceramic grenade has a deadly mixture of alchemical ingredients that, when exposed to air, release a cloud of gas that burns the lungs and eyes, causing momentary blindness.

When you create your arcane explosives, choose from the following:

Arcane Explosive

Base & 1st-Level slot

Surge & 2nd-Level slot

Saving Throw

Blight Bomb

2d8 Necrotic

**Persistent Necrotic

Slowed

CON

Bottled Lightning

2d6 Lightning

*Shocked

Stunned

CON

Concussion Charge

2d8 Thunder

Prone

Deafened

CON

Cryo Charge

2d6 Cold

Slowed

Restrained

STR

Junk Bomb

2d10 *B/P/S**

Prone

Slowed

STR

Ooze Grenade

2d6 Acid

Grappled

**Persistent Acid

Restrained 


STR

Solar Flare

2d6 Fire

Slowed

**Persistent Fire

Blinded

CON

Toxic Bomb

2d4 Poison

Poisoned

**Persistent Poison 

Blinded

Incapacitated


CON

*Target cannot take reactions for one round

*Bludgeoning/Piercing/Slashing**

**Target takes one damage die per round of the same type as the arcane explosive used while target is affected by status effect

Duck and Cover

  • You have advantage on Dexterity saving throws against effects that you can see. 
  • To gain this benefit, you cannot be blinded, deafened, or incapacitated.

Arcane Ordnance Adept

Your field research has yielded new results, as you have an even better understanding of combustibles. You channel a surge of arcane inspiration. For each spell slot you expend above 1st-level to create an arcane explosive:

  • Add one additional damage die and increase all damage die by one step (i.e, d4 to d6 to d8, etc.)
  • On a failed save, a creature suffers the surge and base effect of the Arcane Explosive used.

Additionally, you add force damage equal to your proficiency bonus to one of your arcane explosive damage rolls.

Arcane Ordnance Expert

9th-level Arcane Bombardier feature

You’ve become a leading authority on all things that go boom. Each arcane explosive you create is even more destructive and gains the following traits: 

  • Base damage rolls increase by one additional die.
  • Blast radius increases to 15 feet.
  • You can use your reaction to force a creature to make their saving throws with disadvantage against your Arcane Explosives once per long rest.

Experimental Payload

9th-level Arcane Bombardier feature

You’ve begun experimenting with unique, but volatile payloads. You can expend a 3rd-level spell slot or higher, following the same upcasting rules for arcane explosives, to create one of the following arcane explosives:

Eldritch Ordnance A rift in the planes is forced open, revealing horrors beyond comprehension, as they attempt to claim those unlucky enough to gaze upon them.

Gravity Well A portal into the vacuous expanse of space appears, revealing a collapsing star in the distance, pulling anything not secured to the ground towards it

Holy Hand Grenade Legends of old speak of this weapon and its ability to destroy evil and undead; you’ve cracked the recipe and produce the first ones seen in ages.

 

Eldritch Ordnance

5d12 Psychic damage

-

Frightened and Slowed

INT

Gravity Well

5d12 Force

Grappled and Restrained

Area becomes difficult terrain for 1 minute

STR

Holy Hand Grenade

3d12 Radiant

2d12 Fire

-

Blinded and Incapacitated

CON

If you target a creature directly and hit when you use this feature, they take 1d8 + your Intelligence modifier (minimum of 1) bludgeoning damage.

On a failed save, targets suffer the damage and status effect as listed. On a success, they take half damage and no effect.

You can use this feature once per long rest and you must immediately roll on the Wild Magic table, as a wave of unstable magical energy is released.

Arcane Ordnance Master

15th-level Arcane Bombardier feature

Your knowledge of explosive ordnance is unmatched, as you are, for better or for worse, a legend among adventurers, the people, and the artificer community.

  • Blast radius increases 20 feet.
  • You can use your Experimental Payload feature twice, instead of once.
  • You can use your bonus action to make an attack with your arcane explosives a number of times equal to your Intelligence modifier. Recharges on long rest.
  • You can use your reaction to force a creature to make their saving throws with disadvantage against your Arcane Explosives three times per long rest.

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