Artificer
Base Class: Artificer

You have become so in tune to the power of explosives that you focus on them primarily over anything else, using them as your main focus of damage. 

Tool Proficiency

3rd-level Bomb Expert feature

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

Bomb Expert Spells

3rd-level Bomb Expert feature

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

Bomb Expert Spells

Artificer Level Spell

3rd

grease, fog cloud

5th

pyrotechnics, web

9th

fireball, wall of sand

13th

ice storm, storm sphere

17th

flame strike, maelstrom

Bombs

3rd-level Bomb Expert feature

When you start a long rest, you can create a number of bombs up to your Proficiency Bonus + your INT Modifier, that last until used or your next Long Rest, at which point they will crumble to dust. Choose bombs from the following table. A creature must succeed on a DEX Save or suffer the effects of the bomb. The thrower is immune to any effects. The number of dice rolled when using a bomb increases by 1 when you reach level 5 (2 dice), level 11 (3 dice), and level 17 (4 dice). As an Action, you can throw a bomb 60 feet, then apply the effects. As a Bonus Action on your turn, you can use a Spell Slot to create a number of bombs equal to the level of Spell Slot you spend.

Bombs

  Bomb Type and effect
1 Frag Bomb - Every creature within 10 feet of detonation takes 1d6 Bludgeoning Damage and 1d4 Piercing Damage
2 Fire Bomb - Every creature within 10 feet of detonation takes 1d6 Fire Damage and is pushed back 10 feet away from the bomb.
3 Healing Bomb - Every creature within 10 feet of detonation is healed for 1d6 damage. When your allies become immune to the effects of your bombs, you can instead make your allies the only creatures that are affected. You can also heal yourself with this bomb.
4 Gas Bomb - Every creature within 10 feet of detonation takes 1d6 Poison Damage and is Poisoned until the start of your next turn.
5 Ice Bomb - Every creature within 10 feet of detonation gets frozen in a block of ice and is Restrained. On their turn, as an Action, a frozen creature can make a STR Saving Throw to break out of the ice. If a frozen creature takes Fire Damage, the ice thaws, no Saving Throw required.
6

Force Bomb - Every creature within 10 feet takes 1d6 Force Damage and goes Prone.

 

Boom Boom Bakudan!

5th-level Bomb Expert feature

You learn how to make less explosive bombs, but can make them easier. When you use one of your Artificer Spell that you always have prepared, or one of your Artificer Cantrips, you can half the damage dealt, but instead cast the spell three times, only using one Spell Slot and one set of Material Components. You must choose a new target or area to effect, and each creature can only be affected by a single Bomb when thrown this way.

Sparks 'n' Splash!

9th-level Bomb Expert feature

As an Action on your turn, you can make a Bomb start floating above you. Use up one of the Bombs you create, for the following effect, depending on which Bomb you use. You use this bomb as if you were concentrating on a Spell. If you ever lose Concentration, the Bomb falls to the ground and explodes, affecting every creature within 10 feet of you, including yourself. Each Creature can only be affected by this Bomb once per Round. When a Bomb deals damage, it flies to the target, exploding, then instantly reforms back above your head.

Frag Bomb - Whenever a creature of your choice starts their turn within 5 feet of you or moves within 5 feet of you, they take 2d8 Bludgeoning Damage. If you lose Concentration, every creature within 10 feet of you (including yourself) takes 4d8 Bludgeoning Damage. When a creature takes damage from this bomb, they become vulnerable to Piercing Damage until the end of your next turn, as the frags stick inside them.

Fire Bomb - Whenever a creature of your choice starts their turn within 5 feet of you or moves within 5 feet of you, they take 2d8 Fire Damage. If you lose Concentration, every creature within 10 feet of you (including yourself) takes 4d8 Fire Damage. When a creature except you takes damage from this bomb, they must make a STR Saving Throw or be pushed 10 feet away from you. A creature can willingly fail this Saving Throw.

Healing Bomb - Whenever a creature of your choice starts their turn within 5 feet of you or moves within 5 feet of you, they heal 2d8. You can use this Bomb to heal once per round. If you lose Concentration, every creature within 10 feet of you (including yourself) heals 4d8, but can't be healed again by any means until they next take a Long Rest. When a creature except you heals from this bomb, they gain the max possible hit points from the next Spell or Feature that heals them, within the next minute.

Gas Bomb - Whenever a creature of your choice starts their turn within 5 feet of you or moves within 5 feet of you, they take 2d8 Poison Damage. If you lose Concentration, every creature within 10 feet of you (including yourself) takes 4d8 Poison Damage. When a creature except you takes damage from this bomb, they must make a CON Saving Throw or become Poisoned until the end of your next turn.

Ice Bomb - Whenever a creature of your choice starts their turn within 5 feet of you or moves within 5 feet of you, they take 2d8 Cold Damage. If you lose Concentration, every creature within 10 feet of you (including yourself) takes 4d8 Cold Damage. When a creature except you takes damage from this bomb, they must make a CON Saving Throw or become Restrained as they get frozen in a block of ice. If a creature becomes Restrained by this, they can make a STR Saving Throw to break out of the ice at the end of each of it's turns. If they take Fire Damage, they get automatically thawed out.

Whenever a creature of your choice starts their turn within 5 feet of you or moves within 5 feet of you, they take 2d8 Force Damage. If you lose Concentration, every creature within 10 feet of you (including yourself) takes 4d8 Force Damage. When a creature except you takes damage from this bomb, they must make a DEX Saving Throw or be knocked prone, and their Speed reduced to 0 until the end of the turn. A creature can willingly fail this Saving Throw.

Both damage rolls increase by 1d8 at 11th level (3d8 and 5d8) and 17th level (4d8 and 6d8).

Bomb Mastery.

15th-level Bomb Expert feature

You’re a master at creating and using bombs of all kinds. You and any creatures you choose take no damage and are immune to any effects your bombs would cause, unless you decide to. You can also use your Bonus Action and Reaction for the round to double the damage any of your Bombs deal, until the start of your next turn.

Previous Versions

Name Date Modified Views Adds Version Actions
1/3/2024 12:24:45 PM
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