Base Class: Artificer
A subclass tailored to creating bombs of all types, assuming you know how to make them. Feel free to tinker with it so it fits in you're campaign or until it it balanced by you're standards, and please feel free to comment feed back is always helpful for rebalancing or changing features later on. Thank you and enjoy! ^-^
Bomb Making 101
At 3rd level, you gain the ability to create basic bombs, aren't you just a wonderful little chaos maker.
Basic Bomb-
Description: A small spherical bomb wrapped in a metal casing with a fuse protruding from the top.
Damage Type: Force
Area of Effect: 15-foot radius sphere
Damage: 2d6 force damage (Dexterity saving throw for half damage, DC 13 + proficiency bonus)
Crafting Cost: 25 gp worth of materials, including alchemical reagents and metal casings.
Crafting Time: 1 hour of work during a long or short rest.
Special: The Explosive Bomb can be thrown as an action to a range of 30 feet. It detonates on impact or when the fuse is lit, causing damage to all creatures within its area of effect.
Advanced Bomb Making
At 15th level, you gain the ability to craft even more powerful explosives. You can now choose from the following bombs:
- Napalm Bomb: Covers a large area in flames, dealing fire damage over time.
Description: A large spherical bomb wrapped in a red metal casing with a fuse protruding from the top. It radiates heat.
Damage Type: Fire
Area of Effect: 25-foot radius sphere
Damage: 4d6 force damage (Dexterity saving throw for half damage, DC 13 + proficiency bonus) roll a Constitution saving throw, DC 18 if you fail you take 1d12 fire damage for 1 minute, if you succeed you put out the fire and take no extra damage.)
Crafting Cost: 65 gp worth of materials, including alchemical reagents and metal casings. 1 3rd level spell slot
Crafting Time: 1 hour of work during a long or short rest.
Special: The Explosive Bomb can be thrown as an action to a range of 20 feet. It detonates on impact or when the fuse is lit, causing damage to all creatures within its area of effect.
- Black Hole Bomb: Creates a small black hole that sucks creatures towards its center, dealing force damage.
Description: A small spherical bomb wrapped in a black casing with a fuse protruding from the top. You can see the center and it is a black whirlpool into the abyss.
Damage Type: Force
Area of Effect: 30-foot radius sphere
Damage: 6d6 force damage (Dexterity saving throw for no damage, DC 18 + proficiency bonus)
When a creature fails the save they are sucked into the black-hole and take damage for 3 turns and then the black-hole disappears.
Crafting Cost: 85 gp worth of materials, including alchemical reagents, metal casings, and magical materials. 2 3rd level spell slots
Crafting Time: 5 hours of work during a long rest.
Special: The Explosive Bomb can be thrown as an action to a range of 30 feet. It detonates on impact or when the fuse is lit, causing damage to all creatures within its area of effect.
Explosive Crafting
Starting at 5th level, you can craft various types of bombs during a long rest. You can create a number of bombs equal to your Intelligence modifier (minimum of one). You can choose from the following list of bombs:
- Fragmentation Bomb: Deals piercing damage to all creatures in its area of effect.
Description: A small spherical bomb wrapped in a metal casing with a fuse protruding from the top. It’s heavy and if you shake it you can hear metal clinking together.
Damage Type: Piercing
Area of Effect: 20-foot radius sphere
Damage: 4d4 force damage (Dexterity saving throw for half damage, DC 16 + proficiency bonus)
Crafting Cost: 45gp worth of materials, including alchemical reagents and metal casings. 1 2nd level spell slot
Crafting Time: 1 hour of work during a long or short rest.
Special: The Explosive Bomb can be thrown as an action to a range of 30 feet. It detonates on impact or when the fuse is lit, causing damage to all creatures within its area of effect.
- Smoke Bomb: Creates a thick cloud of smoke in its area of effect, heavily obscuring vision.
Description: A small spherical bomb with a fuse protruding from the top. It feels light.
Area of Effect: 30-foot radius sphere
Effect- This bomb creates a heavy fog around the point of the explosion obscuring creatures’ vision in the fog for 5 rounds, it’s non-magical.
Crafting Cost: 25 gp worth of materials, including alchemical reagents and metal casings. 1 2nd level spell slot
Crafting Time: 1 hour of work during a long or short rest.
Special: The Explosive Bomb can be thrown as an action to a range of 30 feet. It detonates on impact or when the fuse is lit, causing damage to all creatures within its area of effect.
- Flash Bomb: Blinds all creatures in its area of effect for 1 round.
Description: A small cylindrical bomb wrapped in a metal casing with a fuse protruding from the bottom.
Area of Effect: 30-foot radius sphere
Effect- This bomb creates a bright light around the point of the explosion blinding creatures in the area for 3 rounds.
Crafting Cost: 30gp worth of materials, including alchemical reagents and metal casings. 1 2nd level spell slot
Crafting Time: 1 hour of work during a long or short rest.
Special: The Explosive Bomb can be thrown as an action to a range of 30 feet. It detonates on impact or when the fuse is lit, causing damage to all creatures within its area of effect.
- Sticky Bomb: Attaches to a creature or surface and explodes on command, or after a certain duration, dealing damage to the target and nearby creatures.
Description: A small spherical bomb wrapped in a green, sticky substance with a button on the top.
Damage Type: Force
Area of Effect: 5-foot radius sphere
Damage: 3d6 force damage to those stuck (Strength saving throw for half damage, DC 18 + proficiency bonus)
If running from explosion (Dexterity saving throw for half damage, DC 16 + proficiency bonus)
Crafting Cost: 25 gp worth of materials, including alchemical reagents and metal casings.
Crafting Time: 1 hour of work during a long or short rest.
Special: The Explosive Bomb can be thrown as an action, making a ranged attack first treating it as a projectile and once it hits an enemy it sticks with a guaranteed hit.
- Acid Bomb: Spreads acid in a 10 ft circle from the point of explosion dealing damage to the creatures from the explosion and acid.
Description: A small vial of green liquid wrapped in a metal casing with a fuse protruding from the top.
Damage Type: Force and Acid
Area of Effect: 15-foot radius sphere
Damage: 3d6 force damage (Dexterity saving throw for half damage, DC 13 + proficiency bonus, roll a Dexterity saving throw, DC 14 if you fail you take 1d8 Acid damage for 1 minute)
Crafting Cost: 45gp worth of materials, including alchemical reagents and metal casings. 1 2nd level spell slot
Crafting Time: 1 hour of work during a long or short rest.
Special: The Explosive Bomb can be thrown as an action to a range of 30 feet. It detonates on impact or when the fuse is lit, causing damage to all creatures within its area of effect.
Explosive Infusions
At 3rd level you gain the ability to infuse your bombs with certain traits and make them in different ways to display different effects you learn how to make more at levels 9 and 15
you gain the ability to infuse your explosives with magical energy. Whenever you create a bomb, you can choose to infuse it with one of the following effects:
- Fire Infusion: The bomb deals fire damage to all creatures in its area of effect.
Description: A small spherical bomb wrapped in a metal casing with a fuse protruding from the top. It radiates heat.
Damage Type: Fire
Area of Effect: 15-foot radius sphere
Damage: 2d6 force damage (Dexterity saving throw for half damage, DC 13 + proficiency bonus) roll a Constitution saving throw, DC 10 if you fail you take 1d4 fire damage for 1 minute, if you succeed you put out the fire and take no extra damage.)
Crafting Cost: 45gp worth of materials, including alchemical reagents and metal casings. 1 1rst level spell slot
Crafting Time: 1 hour of work during a long or short rest.
Special: The Explosive Bomb can be thrown as an action to a range of 30 feet. It detonates on impact or when the fuse is lit, causing damage to all creatures within its area of effect.
- Frost Infusion: The bomb deals cold damage to all creatures in its area of effect and slows their movement for 1 round.
Description: A small spherical bomb wrapped in a metal casing with a fuse protruding from the top. It’s covered in ice
Damage Type: Cold
Area of Effect: 15-foot radius sphere
Damage: 2d6 Cold damage (Dexterity saving throw for half damage, DC 13 + proficiency bonus) if you are hit your movement speed is halved for 1 round.
Crafting Cost: 45gp worth of materials, including alchemical reagents and metal casings. 1 1rst level spell slot
Crafting Time: 1 hour of work during a long or short rest.
Special: The Explosive Bomb can be thrown as an action to a range of 30 feet. It detonates on impact or when the fuse is lit, causing damage to all creatures within its area of effect.
- Concussion Infusion: The bomb deals thunder damage to all creatures in its area of effect and pushes them 10 feet away from the center.
Description: A small square bomb wrapped in a metal casing with a fuse protruding from the top. It has concave sides.
Damage Type: Thunder
Area of Effect: 15-foot radius sphere
Damage: 2d6 Thunder damage (Dexterity saving throw for half damage, DC 13 + proficiency bonus) If you fail the saving throw you are pushed 10 feet away from the explosion point.
Crafting Cost: 45gp worth of materials, including alchemical reagents and metal casings. 1 1rst level spell slot
Crafting Time: 1 hour of work during a long or short rest.
Special: The Explosive Bomb can be thrown as an action to a range of 30 feet. It detonates on impact or when the fuse is lit, causing damage to all creatures within its area of effect.
Glyph Bomb
At 9th level, you gain the ability to create Glyph Bombs, which hold spells that you infuse into them. When the Glyph Bomb explodes, it releases the stored spell's effect in addition to its explosive damage. The spell's effect is centered on the detonation point of the bomb. The level of the spell infused into the Glyph Bomb cannot exceed the level of spell slots you have available. After casting the spell, the Glyph Bomb is consumed. Additionally, when you create a Glyph Bomb, you can choose to inscribe a magical glyph on its surface. This glyph serves as a trigger for the bomb's explosion, allowing you to detonate it remotely or set it to explode when specific conditions are met, such as when a creature enters a designated area or when a certain amount of time has passed. When infusing a spell into a Glyph Bomb you consume a spell slot equal to the level of the spell you infused into it.
Description: A small spherical bomb wrapped in an Archaic casing with a fuse protruding from the top.
Damage Type: Magical
Area of Effect: Differs
Damage: 2d6 force damage + Spell Damage (Dexterity saving throw for half damage, DC 13 + proficiency bonus)
Crafting Cost: 45 gp worth of materials, including alchemical reagents and metal casings.
Magical ingredients such as metal from a magical construct
Crafting Time: 2 hours of work during a long or short rest.
Mad Scientists
Starting at 5th level, you have a tendance to blow things up while making things, you've finally found a use for that. Making things explode when they're supposed to! When rolling to make a trap using explosives you gain advantage on the roll and there's less risk of the bomb exploding in your face.
Demolitionist
Starting at 9th level, your expertise in explosives allows you to place bombs with precision. You can now detonate them from a range of 60ft as if they were C4.
Explosion Mastery
At 15th level, you have truly mastered the art of explosions. When you deal damage with an explosive you created, you can choose to reroll any 1s or 2s on the damage dice. You must use the new rolls.
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