Artificer
Base Class: Artificer
Tool Proficiency
3rd-level Bomber 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.

 

Bomber Spells  
3rd-level Bomber feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Bomber Spells table. 
These spells count as artificer spells for you, but you cannot learn spell beyond 1st level spells other than your bomber spells table.
   
Bomber Spells Table  
   
Artificer Level Spell
3rd Shield
5th Pyrotechnics
9th Tiny Servant
13th Summon Construct
17th Animate Objects

 

 

Bomb Expert                      
3rd-level Bomber feature                    
When you choose this archetype at 3rd level, you learn to make Explosive that you can make every short or long rest by 5 Bomb's components,
That can be used to make bombs from your bombs list to attack.              
You gain more Two Maximum Bomb's Components per rest at 7th level ,15th and one more at 19th level.      
you can spend a spell slot of level 1 or higher to make your bomb do more damage or increase range of effect.    
1st Spell Slot + 1d6 damage 2nd = 2d6 3rd=3d6 4th=4d6 5th=5d6            
1st Spell Slot + 5 ft. radius 2nd =10ft. 3rd=15ft. 4th=20ft. 5th=25ft.            
Or you can spend 1 of your spell slots at the level require to use Bomber's Explosive equal to bomb's components require for that type of bomb.

 

Bomber's Explosive                        
3rd-level Bomber feature                      
You learn how to make four Type of bombs of your choice, which are detailed under “Bombs List” below.         
You learn two additional Bombs type of your choice at 7th, 10th, and 15th and 17th level.           
 you can also replace one Bombs types you know with a different one at the start of the day after full long rest by use 1 hour to prepare your bombs list.
                         
Saving Throws. Some of your Bombs require your target to make a saving throw to resist the bomb’s effects. The saving throw DC is calculated as follows:
Bomb save DC = 8 + your proficiency bonus + your INTELLIGENCE modifier               
on a successful save target in the area still take half the damage or effect unless they have ability to do otherwise.      

 

Bomb's Components Bombs list   Bomber LV. Require                        
                         
require Demolition                            
  Blast, Force damage                              
1 *Land mine 2d8 force 5ft.aoe Lv.3                        
action wis/dex save trap                            
  touch * can't be use with cannon.                        
  Any creature that can't see the area at the time the bomb was hidden must make a Wisdom (Perception) check-            
  against your spell save DC to recognize the terrain as hazardous before entering it.                   
  Triggered on step.                              
  Can be stack up to five Land Mines in one square of 5 ft. one stack use one action.                  
  2d8 force damage Stack from +2d8 up to +8d8                      
                                 
1 *Dynamite 2d10 force 5ft. Aoe Lv.3                        
action dex save   push 5 ft.                          
  60 ft. throw                            
  Can be stack up to five dynamite and use as one attack action.                      
  2 d10 force damage Stack from +1 d10 up to +4d10                      
                                 
2 *Time Bomb 4d8 force 10 ft. aoe Lv.5                        
action dex save Trap                            
  touch * can't be use with cannon.                        
  Any creature that can't see the area at the time the bomb was hidden must make a Wisdom (Perception) check-            
  against your spell save DC to recognize the terrain as hazardous before entering it.                   
  Can be stack up to five Time Bombs in one square of 10 ft. one stack use one action.                  
  4d8 force damage Stack from +4d8 up to +16d8                      
                                 
3 *Gun powder Keg 8d6 force 20ft. aoe Lv.9                        
action dex save   push 10 ft.                        
  60 ft. throw                            
                                 
  Fragmentation                            
  Shrapnel, Piercing damage                            
1 *Granade 2d10 Piercing  5 ft. aoe Lv.3                        
action dex save                              
  60 ft. throw                            
                                 
2 *Cluster 3d12 Piercing  10 ft. aoe Lv.5                        
action dex save Trap fail save target got disadvantage on all saving throw.                
  touch * can't be use with cannon                        
  Any creature that can't see the area at the time the bomb was hidden must make a Wisdom (Perception) check-            
  against your spell save DC to recognize the terrain as hazardous before entering it.                   
                                 
                                 
  General purpose                            
1 *Flash Blind 10 ft. aoe Lv.3                        
bonus action con save   fail save blind until next turn.                    
  60 ft. Throw                            
                                 
2 *Smoke Darkness 30 ft. aoe Lv.5                        
bonus action 60 ft. Throw                            
  Create a non-magic darkness and difficult terrain of 30 ft. aoe for 5 turns on impact area.                
                                 
                                 
2 *Poison Gas 2d8 poison 20ft. aoe Lv.5                        
bonus action con save   fail save 1d8 poison                      
  50ft. Throw                            
  Create clound of poison flameable gas on impact area for 5 turns.                      
                                 
3 *EMP Dis-spell 5 ft. aoe Lv. 9                        
action* 30 ft. Throw                            
or reaction Create 5 ft. aoe effect area on impact that cannot use any spell below 4th. Level spell                  
  Can pay 2nd or higher spell slot to use as reaction to dispell any spell lower than a spell slot level that you were pay.            
  If you use EMP this way, you also used an EMP bomb.                        
                                 
  AntiArmour                              
  Piercing damage                              
2 * Thermite Destroy non-magic item Lv.5                        
action dex save Fail save 2d6 fire damge every strat of the turn.                    
  30 ft. Throw                            
  On impact Thermite do damage to non-magic item or creature of 5ft. Aoe.                    
                                 
   Incendiary                              
  Fire damage, elmental damage                            
1 *Molotov 2d8 fire 10 Ft. aoe Lv.3                        
action dex save                              
  30 ft. Throw                            
  On impact lit the area on fire for 2 turns.                          
                                 
2 *Napalm 4d8 fire 30ft. Wall Lv.5                        
action dex save                              
  60 ft. Throw                            
  On impact lit the area in straight line of 30ft. long on fire for 3 turns.                    
                                 
                                 
  Rocket                              
4 Heatseeker 6d8 force target Lv. 9                        
action 60 ft. Shoot                            
  Always hit but go to the hottest first.                          
  Fail if target use shield and only do half damage.                        
                                 
5 Homing 8d8 force target Lv. 13                        
action 60 ft. Shoot                            
  Always hit.                              
  Fail if target use shield and only do half damage.                        
                                 
  Atommic                              
10(5*2) Atommic Bomb 8d8 Force+8d8 necrotic Lv.17                        
action 120 ft. Shoot 60 ft. aoe                          
  Take 3 turns to land on target area.                          
  Take 9 days to make.                            
  No save just run.                              
                                 
  5th-level Bomber feature                            
  Granade Launcher                              
                                 
  You've learned how to create a cannon. Using smith’s tools.                      
  A cannon is heavy and has to be held with two hands. Count as Firearms and Arcane Focus.                
  You can have only one cannon at a time and can’t create one while your cannon is present.                
  You can use your Cannon as a spellcasting focus for your artificer spells or use Bomber's Explosive.               
  When you create the cannon, you determine its appearance.                      
  When you use your Cannon to use Bomber's Explosive it's has +15ft. Range of casting.                  
                                 
  9th-level Bomber feature                            
  Rocket Launcher                              
                                 
  You've Learned how to upgrade your Cannon.                        
  Now you can use your Bomber's Explosive as a Bonus action.                      
  When you use your Cannon to use Bomber's Explosive it's has +30ft. Range of casting.                  
                                 
                                 
  15th-level Bomber feature                            
  Nuclear Launcher                              
                                 
  You've Learned how to upgrade your Cannon once more.                      
  Now you can use your Bomber's Explosive as a Bonus action and Gain Extra attack that can only use for Bomber's Explosive.          
  When you use your Cannon to use Bomber's Explosive it's has +60ft. Range of casting.                  
                                 
  Self-Detonation                              
  9th level                              
  As an action, you can wrap yourself with all Bomber's Explosive you have to detonate your-self.                 
  Doing so destroys all Bomber's Explosive and you along with them each creature within 20 feet of you must make a Dexterity saving throw against your spell save DC,   
  Making damage or effect from any Bomber's Explosive you choose and plus 1d10 Force damage per any Bomber's Explosive you have at the time every creature within 20 ft. 
  On a failed save take all damage and effect of the bomber's explosive you choose or half as much damage and suffer no effect on a successful one.      
  If The Bomber who use this skill take damage from Bomber's Explosive to 0 Hit points the Bomber, then have 1 Hit point and become Unconscious but stable.    
 

After you use this skill, you gain 3 levels of exhaustion.

                       
  You can use this skill only once per long rest.                        

Tool Proficiency

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.

Bomber's Spells

Bomber Spells Table       

                 Artificer Level     Spell

3rd         Shield

5th         Pyrotechnics

9th         Tiny Servant

13th      Summon Construct

17th      Animate Objects

Bomb Expert

When you choose this archetype at 3rd level, you learn to make Explosive that you can make every short or long rest by 5 Bomb's components,

That can be used to make bombs from your bombs list to attack.                                                                                                 

You gain more Two Maximum Bomb's Components per rest at 7th level ,15th and one more at 19th level.                                                 

You can spend a spell slot of level 1 or higher to make your bomb do more damage or increase the range of effects.                                

1st Spell Slot + 1d6 damage         2nd = 2d6            3rd=3d6               4th=4d6               5th=5d6                                                                                                

1st Spell Slot + 5 ft. radius             2nd =10ft.           3rd=15ft.             4th=20ft.             5th=25ft.                                                                                              

Or you can spend 1 of your spell slots at the level required to use Bomber's Explosive equal to bomb's components required for that type of bomb.

Bomber's Explosive

You learn how to make four Type of bombs of your choice, which are detailed under “Bombs List” below.                                                                   

You learn two additional Bombs type of your choice at 7th, 10th, and 15th and 17th level.                                                                                 

 You can also replace one Bombs types you know with a different one at the start of the day after full long rest by use 1 hour to prepare your bombs list.

                                                                                                                                                                                                 

Saving Throws. Some of your Bombs require your target to make a saving throw to resist the bomb’s effects. The saving throw DC is calculated as follows:

Bomb save DC = 8 + your proficiency bonus + your INTELLIGENCE modifier                                                                                                                

on a successful save target in the area still take half the damage or effect unless they have ability to do otherwise.               

Bombs list

Bomb's Components Bombs list   Bomber LV. Require            
             
require Demolition                
  Blast, Force damage                  
1 *Land mine 2d8 force 5ft.aoe Lv.3            
action wis/dex save trap                
  touch * can't be use with cannon.            
  Any creature that can't see the area at the time the bomb was hidden must make a Wisdom (Perception) check.
  against your spell save DC to recognize the terrain as hazardous before entering it.       
  Triggered on step.                  
  Can be stack up to five Land Mines in one square of 5 ft. one stack use one action.      
  2d8 force damage Stack from +2d8 up to +8d8          
                     
1 *Dynamite 2d10 force 5ft. Aoe Lv.3            
action dex save   push 5 ft.              
  60 ft. throw                
  Can be stack up to five dynamite and use as one attack action.          
  2 d10 force damage Stack from +1 d10 up to +4d10          
                     
2 *Time Bomb 4d8 force 10 ft. aoe Lv.5            
action dex save Trap                
  touch * can't be use with cannon.            
  Any creature that can't see the area at the time the bomb was hidden must make a Wisdom (Perception) check-
  against your spell save DC to recognize the terrain as hazardous before entering it.       
  Can be stack up to five Time Bombs in one square of 10 ft. one stack use one action.      
  4d8 force damage Stack from +4d8 up to +16d8          
                     
3 *Gun powder Keg 8d6 force 20ft. aoe Lv.9            
action dex save   push 10 ft.            
  60 ft. throw                
                     
  Fragmentation                
  Sharpnel, Piercing damage                
1 *Granade 2d10 Piercing  5 ft. aoe Lv.3            
action dex save                  
  60 ft. throw                
                     
2 *Cluster 3d12 Piercing  10 ft. aoe Lv.5            
action dex save Trap fail save target got disadvantage on all saving throws.    
  touch * can't be use with cannon.            
  Any creature that can't see the area at the time the bomb was hidden must make a Wisdom (Perception) check-
  against your spell save DC to recognize the terrain as hazardous before entering it.       
                     
                     
  General purpose                
1 *Flash Blind 10 ft. aoe Lv.3            
bonus action con save   fail save blind until next turn.        
  60 ft. Throw                
                     
2 *Smoke Darkness 30 ft. aoe Lv.5            
bonus action 60 ft. Throw                
  Create a non-magic darkness and difficult terrain of 30 ft. aoe for 5 turns on impact area.    
                     
                     
2 *Poison Gas 2d8 poison 20ft. aoe Lv.5            
bonus action con save   fail save 1d8 poison          
  50ft. Throw                
  Create clound of poison flameable gas on impact area for 5 turns.          
                     
3 *EMP Dis-spell 5 ft. aoe Lv. 9            
action* 30 ft. Throw                
or reaction Create 5 ft. aoe effect area on impact that cannot use any spell below 4th. Level spell      
  Can pay 2nd or higher spell slot to use as reaction to dispell any spell lower than a spell slot level that you were pay.
  If you use EMP this way, you also used an EMP bomb.            
                     
  AntiArmour                  
  Piercing damage                  
2 * Thermite Destroy non-magic item Lv.5            
action dex save Fail save 2d6 fire damge every strat of the turn.        
  30 ft. Throw                
  On impact Thermite do damage to non-magic item or creature of 5ft. Aoe.        
                     
   Incendiary                  
  Fire damage, elmental damage                
1 *Molotov 2d8 fire 10 Ft. aoe Lv.3            
action dex save                  
  30 ft. Throw                
  On impact lit the area on fire for 2 turns.              
                     
2 *Napalm 4d8 fire 30ft. Wall Lv.5            
action dex save                  
  60 ft. Throw                
  On impact lit the area in straight line of 30ft. long on fire for 3 turns.        
                     
                     
  Rocket                  
4 Heat seeker 6d8 force target Lv. 9            
action 60 ft. Shoot                
  Always hit but go to the hottest first.              
  Fail if target use shield and only do half damage.            
                     
5 Homing 8d8 force target Lv. 13            
action 60 ft. Shoot                
  Always hit.                  
  Fail if target use shield and only do half damage.            
                     
  Atomic                  
10(5*2) Atomic Bomb 8d8 Force+8d8 necrotic Lv.17            
action 120 ft. Shoot 60 ft. aoe              
  Take 3 turns to land on target area.              
  Take 9 days to make.                
  No save just run.                  

Granade Launcher

You've learned how to create a cannon. Using smith’s tools.
A cannon is heavy and has to be held with two hands. Count as Firearms and Arcane Focus.
You can have only one cannon at a time and can’t create one while your cannon is present.
You can use your Cannon as a spellcasting focus for your artificer spells or use Bomber's Explosive.
When you create the cannon, you determine its appearance.
When you use your Cannon to use Bomber's Explosive it's has +15ft. Range of casting.

Rocket Launcher

You've Learned how to upgrade your Cannon.
Now you can use your Bomber's Explosive as a Bonus action.
When you use your Cannon to use Bomber's Explosive it's has +30ft. Range of casting.

Self-Detonation

As an action, you can wrap your-self with all Bomber's Explosive you have to detonate your-self.
Doing so destroys all Bomber's Explosive and you along with them each creature within 20 feet of you have to make a Dexterity saving throw against your spell save DC,
Making damage or effect from any Bomber's Explosive you choose and plus 1d10 Force damage per any Bomber's Explosive you have at the time every creature within 20 ft.
On a failed save take all damage and effect of the bomber's explosive you choose or half as much damage and suffer no effect on a successful one.
If The Bomber who use this skill take damage from Bomber's Explosive to 0 Hit points the Bomber, then have 1 Hit point and become Unconscious but stable.
After you use this skill, you gain 3 level of exhaustion.
You can use this skill only once per long rest.

Nuclear Launcher

You've Learned how to upgrade your Cannon once more.
Now you can use your Bomber's Explosive as a Bonus action and Gain Extra attack that can only use for Bomber's Explosive.
When you use your Cannon to use Bomber's Explosive it's has +60ft. Range of casting.

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