Base Class: Artificer
The Arcane Bombardier is one of the more powerful artificer classes although you've sacrificed your range and more of the assistance to your party to instead be able to maximize the amount of damage and enemies you can hit. This makes you a...well a pain in the bum to many enemies. Ask your Dungeon Master before you make use of this.
As an Arcane Bombardier you will have Boom Points, a point system which will increase every so levels and you must make use of in order to use your abilities.
Bomb Points
Upon gaining the Arcane Bombardier subclass you will gain Bomb Points, a system which allows you to make use of your abilities which may require a certain amount of points per use.
The Fuse
At first level The Fuse is your first ability. It has several varying abilities with it's main being that it allows you change any spell into an Area of Effect spell. Depending on if it's a damage spell or an assisting one it still applies the usual spell's effect rather with your Spell Save DC instead of a To Hit roll. Speak with your Dungeon Master what the Saving Throw your enemy would have to make would be.
The Area of Effect is the spell's level x 10, it applies the effect of the spell to everyone within that range, allies and foes. Cantrips are just set to 5 ft. cylinders. If this is used for an already AOE spell then add on more range.
The shapes, up to Artificer Level 5 the spell is set to being a cylinder, upon reaching level 5 the shape can be a square or a triangle. After level 9 the artificer also gains access to lines instead. Shorthand Description: 3) Sphere. 5) Square, Triangle. 9) Lines.
The costs of each spell are: 1 Point) for Cantrip, 1, 2. 2 Points) for 3, 4. 3 Points) for 5, 6. 4 Points) 7, 8. 10 Points) 9
Tick Tock Bomb'o Clock
Using two bomb points you are able to turn a spell into a concentration spell that will explode after a certain amount of time or turns. At the same time though it will already increase the damage of the bomb (add another dice to the damage or effect.) and the size by 5 ft. if you wait for a round of combat after having set it up for it to blow up.
A note to add to this is that it can be prepared out of combat to then be used in combat and thrown. It taking only a Bonus Action to throw the time bomb.
Bomb Suit
The Bomb Suit is able to produce complete immunity to all AOE attacks. This has complete immunity to AOE spells and can be given to allies. This however does take five bomb points, it can however be destroyed by any slashing or piercing attack that totals up to forty damage before a long rest is used to repair it.
Arcane Bomb
Using all your Bomb Points you are able to muster up the energy to create a powerful Bomb known as the Arcane Bomb. This Bomb hits an area of 100 ft. completely decimating it as it does 17d12 Psychic Damage with a DC Intelligence Saving Throw of 20+Intelligence Modifier. The user though has to set it up in the exact place they stand, making it incredibly hard for it's caster to even potentially survive. When using this even if the user lives this they will be knocked prone until a long rest and gain four levels of Exhaustion.
Alternatively if the caster is doing this and using their body as the bomb rather than a spell then they are able to extend the range of the blast to 110 ft. and deal 17d20 Psychic Damage with a DC Intelligence Saving Throw of 21+Intelligence Modifier, this will however for sure kill the character with no chance of revival either, even the wish spell rejecting to tamper with the corpse due to it's immense explosive power.







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