Base Class: Artificer
An Explosives Master is an artificer who specializes in utilizing the destructive capabilities of gunpowder and alchemy. This power is often used on the battlefield to wipe out hordes of soldiers and demolish enemy fortifications. Many people who meet an Explosives Master often ask what differentiates them from an Artillerist. They typically respond with a straightforward, simple answer: "Artillerists focus on launching things. I focus on making things go boom."
Tools of the Trade
You gain proficiency with heavy armor, due to your time around explosives. You also 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.
You are considered proficient when throwing objects made with your Create Explosives feature. You can add either STR or DEX modifiers to the roll.
You have advantage on Dexterity saving throws against your own explosives.
Additionally you may cast Catapult at will as a bonus action only with objects made from Create Explosives feature.
Explosives Master Spells
You always have certain spells prepared after you reach particular levels in this class, as shown on the Explosives Expert table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.
Explosives Expert Spell List
3rd: Jim's Magic Missile, Thunderwave
5th: Flock of Familiars, Acid Arrow
9th: Galder's Tower, Fireball
13th: Fabricate, Death Ward
15th: Animate Objects, Immolation
Create Explosives
You've learned how to quickly produce explosives. With tinker's tools or alchemist's supplies in hand, you can magically create up to your class level×half your proficiency of bombs and sticks of dynamite, and you can create up to 20 each of alchemist's doom and vials of acid in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Objects you create with this process use your spell save DC (instead of their normal DC) for the saving throw, and are magical for the sake of overcoming damage resistances and immunities. Once you use this feature, you can't use it again until the next long rest or until you use an action to expend a spell slot to create and amount equal to the spell level spent+INT each to everything you can create with this feature.
Additionally you may bundle alchemist's doom (2d6 each additional flask) and vials of acid (2d6 each additional vial) as you would with dynamite. Only up to a max of 5 can be bundled together.
At 15th level use full proficiency instead of half when using this feature.
Demolitions Expert
At 5th level, you've learned how to increase the destructive capabilities of certain spells you cast and explosives you create. You can reroll a 1 on any of the damage dice of an object you make using your Create Explosives feature or spell you cast that deals bludgeoning, fire, force, acid, or thunder damage. You must use the new roll.
You benefit from Evasion against your own explosives and spells.
Additionally if you use your action to throw one of your explosives, you can throw up to 2 at 5th level, 3 at 9th, and 4 at 15th.
Remote Detonation
At 9th level, you've learned how to cause your explosives to detonate from a distance as well now being able to craft up to your proficiency+INT of grenades with Create Explosives feature.
-When you throw an object made with your Create Explosives feature, you can throw it up to 80 feet.
-When you create an object using your Create Explosives feature, you can make a detonator for each one you create. If you are within 120 feet of an object for which you have a detonator, you can use a bonus action to press the detonator, causing the explosive to instantly explode.
-gain a bonus to your spell save DC equal to your INT modifier
Explosives Grandmaster
At 15th level, you have been around explosives so frequently that they pose little threat to you, as well as you have learned how to maximize their destructive capabilities:
-You gain resistance to bludgeoning, fire, acid, force, and thunder damage.
-Objects you make using your Create Explosives feature deal and additional 2d6 damage of their corresponding damage type.
-Objects you make using your Create Explosives feature deal double damage to objects and structures. Acid damage instead does quadruple damage on inorganic materials and double damage against organic material.
-You gain the ability to craft gunpowder kegs and kegs of alchemist's doom with your Create Explosives feature equal to 8 and 4 sequentially. You can only throw 2 a turn at a reduced range of 40ft. You can't use spell slots to craft more of them.
Barrel of Explosives
You gain the ability to make 2 barrels of any kind of explosive you're able to craft with your Create Explosives feature except kegs and grenades. These barrels deal 52d6 of their damage type in a 60ft radius. The ground now becomes difficult terrain in addition to any affect the explosive might have.
This unlocks at lvl 18
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