Base Class: Artificer
This class is all about explosives.
Demolitionist Spells
3rd-level Demolitionist feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Demolitionist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Demolitionist 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 |
Quick Crafting
3rd-level Demolitionist feature
A demolitionist is nothing without his explosives. It takes a keen mind to craft such dangerous weapons without making a mistake. Likewise, it takes a certain kind of crazy to risk your limbs for the play with destruction. Luckily you have both.
Through trial, error, and possibly a few lost fingers, you have learned how to craft a variety of explosives. These explosives are small and compact, easily thrown by hand as you would a ball. However, despite their size, an explosion is an explosion, and all grenades create great noise.
When you take this specialty at 3rd level, you learn how to craft explosives with what you have on hand.
Explosive Ordinance: You learn three recipes of your choice, which are detailed under "Explosive Ordinance" below. Use of an explosive ordinance replaces one of your attacks. You can only use one explosive ordinance per attack.
These explosives can be thrown or projected by an Arcane Launcher. If thrown, the range is 30 feet.
You learn two additional recipes of your choice at 7th, 10th, and 15th level. Each time you learn new recipes, you can also replace one recipe you know with a different one.
Mine: This is an explosive ordinance that is automatically known to the demolitionist. The mine takes the effects of another explosive ordinance that the demolitionist knows. The mine has two set modes detailed below:
- Proximity: The mine remains inert until a creature moves within 5 ft. of where it was placed.
- Timed: The mine has a set time before detonation. Timer is set upon placement with a maximum time allowed is 30 minutes (300 rounds).
These mines can be defused by another with a sleight of hand check against your explosive ordinance save DC.
Arcane Components: You have readied four components, infused with your magic. These components are necessary for crafting your explosive ordinance, and are expended when used. You regain all expended arcane components when you complete a short or long rest.
You gain another component at 7th level and one more at 15th level.
Saving Throws. Some of your explosive ordinance require your target to make a saving throw to resist the explosive ordinance's effects. The saving throw DC is calculated as follows:
Explosive Ordinance save DC = 8 + your proficiency bonus + your Intelligence modifier.
Explosive Ordinance
The recipes for your ordinance are presented in alphabetical order.
Cryogenic Grenade
This explosive ordinance is freezing from the inside out. Upon detonation each creature within a 10-foot-radius takes 2d8 cold damage and must make a Constitution saving throw or become restrained.
Flashbang
This explosive ordinance detonates with a sudden flash of light. It deals no damage, however each creature within a 15 ft. radius must make a Constitution saving throw. If the creature fails, the target is blinded until the end of your next turn.
Gas Grenade
This explosive ordinance detonates into a cloud of gas. Upon detonation, this gas expands to a 5-foot-radius. At the start of your turn after detonation, the gas will expand a further 5 feet. The gas will continue to expand in this way until it fills a 20-foot-radius sphere.
Any creature that ends their turn within this gas must make a Constitution saving throw. The creature takes 2d6 poison damage on a failed save, or half as much damage on a successful one.
This gas is easily combustible, and if met with a spark will detonate a second time. Any creature caught in the blast must make a Dexterity saving throw. The creature takes 2d8 fire damage on a failed save, or half as much damage on a successful one.
Goo Grenade
This explosive ordinance has a slimy exterior. Upon detonation each creature in a 15-foot-radius must make a Strength saving throw or become restrained. This detonation covers the surface within a 15-foot-radius in sticky slime. This slime is considered difficult terrain, and any creature that starts its turn in, or enters the slime must make a Strength saving throw or become restrained.
A creature restrained by the slime or one that can touch the creature can use its action to make a Strength check against your DC. On a success, the target is freed.
HE Grenade
This explosive ordinance is all about making a big boom. Upon detonation, each creature in a 15-foot-radius must make a Dexterity saving throw. The creature takes 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one.
Holy Hand Grenade
This explosive ordinance was crafted while giving out a silent prayer. Upon detonation each creature in a 10-foot-radius take 2d8 radiant damage. If the creature is an undead or fiend they take double damage and must make a Wisdom saving throw or become frightened.
Incendiary Grenade
This explosive ordinance is warm to the touch. Upon detonation, each creature in a 5-foot radius must make a Dexterity save. A target takes 3d6 fire damage on a failed save, or half as much damage on a successful one.
Repulsor Bomb
This explosive ordinance is a force to be reckoned with. Upon detonation each creature in a 10-foot-radius take 1d6 force damage and must succeed a Constitution saving throw. On a failed save, the creature is pushed back 10 feet.
Shrapnel Grenade
This explosive ordinance requires a sharp mind. Upon detonation each creature in a 10-foot-radius must takes 1d10 piercing damage and must make a Dexterity saving throw. On a failed save the creature starts bleeding. A bleeding creature takes an extra 1d4 piercing damage with every attack that hits, unless they use their action to bandage themselves.
Singularity Grenade
This explosive ordinance has a strange attraction to it. Upon detonation each creature in a 15-foot-radius takes 1d6 force damage and must succeed a Constitution saving throw. On a failed save are pulled towards the epicenter by 10 feet. If this effect causes two creatures to collide, they each take 1d10 bludgeoning damage and are knocked prone.
Vampiric Grenade
Upon detonation each creature within a 5-foot-radius must make a Constitution saving throw. The creature takes 2d6 necrotic damage on a failed save, and half as much on a successful one. You regain hit points equal to half the amount of necrotic damage dealt.
Volatile Grenade
Upon detonation each creature within a 10-foot-radius must make a Dexterity save. The creature takes 2d8 acid on a failed save, and half as much on a successful one. On a failed save, the creature's AC is reduced by 2 until the start of your next turn.
If the target is an inanimate object, such as a door, it automatically fails its saving throw and takes double damage.
Voltaic Grenade
Upon detonation each creature within a 10-foot-radius must make a Dexterity saving throw. Creatures in metallic armor have disadvantage on this save. The creature takes 2d8 lightning damage on a failed save, and half as much on a successful one.
Arcane Launcher
3rd-level Demolitionist feature
As a Demolitionist, you need a way to deliver your ordinance whilst keeping a safe distance from the blast radius. As such you have created a device to project your explosives from a distance your arm simply couldn't.
This device is a modified Crossbow, heavy capable of deploying your crafted explosives from distance. Alternatively, this device can intake crossbow bolts and transmute them into low level explosives. These explosives do not have a blast radius, and can only affect a single person and will explode on contact. Despite their minimal explosion, they still produce considerable noise. This weapon deals bludgeoning damage as opposed to piercing.
When taking this feature you gain proficiency with Crossbow, heavy.
Extra Attack
5th-level Demolitionist feature
You can attack twice, rather than once, whenever you take the attack action on your turn
Thermite Charge
9th-level Demolitionist feature
No demolitionist is complete without a way to demolish anything in front of him. When you obtain this feature at 9th-level, you learn how to craft a thermite charge. This charge can be attached to a surface over the course of 1-minute. This charge can be detonated remotely, so long as you are within 150 feet of the charge and have line of sight. A creature can disarm this charge by rolling a sleight of hand check against your explosive ordinance save DC. Should you perform this task, the check automatically succeeds. A thermite charge disarmed in this way can be picked up and reused.
Upon detonation, any creature within a 5-foot-radius must make a Dexterity saving throw against your explosive ordinance save DC. The target takes 10d8 fire damage on a failed save, and half as much on a successful one. A non magical object automatically fails the saving throw and takes twice as much damage
You have one thermite charge, which is expended upon detonation. This charge is recovered upon a short or long rest.
Charged Ordinance
9th-level Demolitionist feature
When you obtain this feature at 9th-level, you learn to empower your explosive ordinance. When crafting an explosive ordinance, you may expend a spell slot to improve your creation. When an explosive ordinance is created in this way, any damage it does gets an extra damage die in line with the spell slot expended (i.e. 1st level spell slot improves it by one damage die, 2nd level spell slot improves by two damage die).
This feature can be used a number of times equal to 1 + your Intelligence modifier (minimum of 1). Expended uses of this feature is regained upon a long rest.
I'm Taking You With Me
15th-level Demolitionist feature
At 15th Level, you've become deft at creating your explosive ordinance. When crafting your explosive ordinance, you can fire it with a bonus action, rather than using your attack.
In accordance with your swift hands, when reduced to 0 hp, you may use your reaction to detonate an explosive ordinance free of charge. You may only use the feature in this way once per short rest.
Previous Versions
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