Base Class: Artificer
Bombers are agents of chaos who fling bombs and fireworks wherever they go.
Tools of the Trade
3rd-level Bomber feature
You gain proficiency with heavy armor. You also gain proficiency with smith’s tools. If you already have this tool 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 Armorer Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Armorer 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 |
Wild Magic Bomb
3rd-level Bomber feature
Sometimes, even you don't know what your bombs are capable of. As part of a long rest, you can create a number of Wild Magic Bombs equal to your proficiency bonus. As an action, you can throw one of the bombs to a point you can see up to 60 feet away. Roll on the Wild Magic Bomb Table to determine the magical effect produced. You can only possess a number of Wild Magic Bombs equal to your proficiency bonus at a time.
If an effect calls for a save, the DC is 8 + your proficiency bonus + your Intelligence modifier.
Wild Magic
| d8 | Effect |
|---|---|
| 1 | Stink Bomb. A foul-smelling miasma envelops the area. Each creature within 15 feet must succeed on a Constitution saving throw or be poisoned. |
| 2 | Ice Bomb. Causes an explosion of icicles and hail. Each creature within 15 feet must succeed on a Dexterity saving throw or take 4d6 cold damage, halved on a successful save. It also causes the ground within that area to become slippery, making it difficult terrain. |
| 3 | Blink Bomb. All creatures within 5 feet of the bomb are teleported to a point of your choice up to 60 feet away from the bomb's point of impact. You can choose a different location for each affected creature. |
| 4 | Fashion Bomb. The bomb poofs into a cloud of glitter and strong perfume. Each creature within 5 feet of the bomb is magically dressed in elegant clothes. |
| 5 | Foam Bomb. The bomb explodes into a wave of foam that covers a 15-foot-radius sphere. All creatures within the area must succeed on a Dexterity saving throw or be restrained for 1 minute. Creatures can repeat the saving throw at the start of each of their turns to attempt to free themselves of the foam. |
| 6 | Thunder Crash Bomb. A booming clap of thunder erupts throughout the area. All creatures within 15 feet of the bomb must succeed on a Constitution saving throw or take 3d6 thunder damage (halved on a successful save) and be deafened for 1 minute. |
| 7 | Seed Bomb. A beautiful healing tree bursts forth from the bomb. All creatures within 5 feet of the bomb are healed by 1d10 hit points at the start of their turns. The tree withers away after 1d4 rounds of combat. |
| 8 | Black Hole Bomb. The bomb shatters into a space-warping anomaly that consumes everything around it. All creatures within 30 feet of the bomb must succeed on a Dexterity saving throw or take 6d6 force damage (halved on a successful save) and be pulled within 5 feet of the bomb. |
Volatile
3rd-level Bomber feature
When you cast the Bombara's Bomb spell, you can add your Intelligence modifier to the damage roll.
Uncanny Brace
5th-level Bomber feature
Beginning at 5th level, when you are hit by an attack that affects an area (such as a sphere, cube, or cone), you can use your reaction to halve the damage against you. You can use this to halve the damage from your own attacks, as well.
Bomb Voyage
9th-level Bomber feature
Once per turn when you move out of a creature's reach, you can expend any number of spell slots to leave a lit bomb on the space you were previously in, customizing it according to the Bombara's Bomb spell. The bomb explodes at the end of your turn.
I Didn't Hear No Boom
15th-level Bomber feature
As a reaction, when you are reduced to zero hit points, you may choose to create a 15-foot-sphere explosion centered on yourself (this does not kill you nor cause you to fail any death saving throws). Each creature in the area must succeed on a Dexterity saving throw or take thunder damage equal to a number of d6s equal to half your artificer level, rounded up. You can use this feature once per long rest.
(Inspired by this thread)
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