Artificer
Base Class: Artificer

Demolitionists are a particular breed of Artificer. While most use their knowledge, creativity, and technologic knowhow to create new wondrous and sometimes dangerous inventions, a Demolitionist takes the exact opposite approach. Anything a Demolitionist creates is typically a means to an end to destroy or break things. Most individuals regard Demolitionists with distant caution, because they, like their creations, are typically quite unstable. However, when you need something to be destroyed in spectacular fashion, a Demolitionist will always have you covered.

Tool Proficiency

3rd-level Demolitionist 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.

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

3rd

catapult, ice knife

5th

knock, shatter

9th

fireball, conjure barrage

13th

fire shield, resilient sphere

17th

cloudkill, destructive wave

Means of Destruction

Starting at 3rd level, your dangerous passion for tinkering with explosive volatiles and unstable materials has paid off. You can now craft and use bombs as a reliable form of munitions against your enemies.

As an action, you may throw a bomb at a target you can see within 60 feet of you. The target, and all creatures within 5 feet of it, must make a Dexterity save against your Artificer spell casting DC. Effected creatures take 2d6 thunder damage on a failure and half on a success. Your bomb’s damage increases by 2d6 when you reach 5th level (4d6), 11th level (6d6), and 17th level (8d6). Your bombs all deal siege damage as well (doubled on objects and structures).

Additionally, you have access to Specialized Bombs with unique properties that you may deploy instead of your basic bombs. Your Specialized Bombs are as follows:

  • Smoke Bomb - This bomb deals no damage but instead spreads a thick cloud of smoke in a 20 foot radius from the point of impact. The smoke spreads around corners and its area is heavily obscured. It lasts for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
  • Flash Bang - This bomb deals no damage but instead creates a blinding flash in a 20 foot radius from its point of impact. All creatures in the radius must make a Constitution saving throw against your Artificer spell casting DC or be blinded and deafened until the start of your next turn.
  • Heavy Ordinance - This bomb behaves like one of your standard bombs, but its damage dice are d8s instead of d6s and it deals force damage instead of thunder. Additionally, it effects creatures in a 10 foot radius of the target instead of the standard bomb's 5 feet.
  • Incendiary Bomb - Upon impact, this bomb erupts in a large ball of flames. All creatures in a 20 foot radius from the point of impact must make a Dexterity saving throw against your Artificer spell casting DC or take 2d6 fire damage and catch fire. A creature on fire takes 1d10 fire damage at the start of each of their turns until they or another creature takes an action to douse the flames.
  • Concussive - This bomb deals no damage but instead creates a powerful concussive shockwave upon detonation. All creatures in a 20 foot radius from the point of impact must make a Strength saving throw against your Artificer spell casting DC. Roll 1d6 and multiply the result by five. Creatures that failed their save are thrown backwards that many feet, and creatures that succeed their save are thrown back half that distance.
  • Wind-Up - This bomb has small mechanisms that allow it to scuttle along the ground. Instead of throwing this bomb, you wind it up and place it on the ground. When you place it on the ground, you determine the number of turns it has before detonating -- Between 1 to 5. You may use your bonus action to command the Wind-Up Bomb to move up to 30 feet. When the bomb's fuse reaches 0 or when it moves within 5 feet of a hostile creature, the bomb detonates following all relevant criteria as if it were a standard bomb.

You may use a number of Specialized Bombs equal to your Intelligence modifier (minimum 1) per long rest.

Duck and Cover

Despite a few close calls, you still have all your fingers. By 5th level, you have experienced enough combustible mishaps to know how to expertly avoid the worst of any blast.

When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Explosive Punctuation

By 9th level, through much trial and error, you've tinkered with your Specialized Bombs enough to give them all upgrades. The upgrades are as follows:

  • Smoke Bomb - The bomb now produces a 40 foot radius cloud of smoke, and the smoke is far more dense, requiring a wind of strong or greater speed (at least 20 miles per hour) to disperse it.
  • Flash Bang - Effected creatures now also have their speed reduced by half until the start of their next turn.
  • Heavy Ordinance - For each creature that fails their saving throw against this bomb's effect, the bomb deals an additional 1d8 force damage.
  • Incendiary Bomb - The bomb now leaves behind a raging fire in the area of its explosion. Creatures that enter for the first time or start their turn in the area take 1d10 fire damage.
  • Concussive - Creatures that fail their saving throw against this bomb are now also knocked prone.
  • Wind-Up - You may now command up to three individual Wind-Up bombs to move as a bonus action, if you have them, instead of just one. These bombs can now move up to 45 feet in a turn instead of 30.

Additionally, you now recover one use of your Specialized Bombs at the end of each short rest.

Big Boom

At 15th level, your bombs are no longer simply a 'boom'. Your bombs are a BIG boom. Once per long rest you may cast the spell Delayed Blast Fireball at 9th level without consuming a spell slot and without any material components.

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