Base Class: Artificer
The Bombardier is for those Artificers who believe that "subtlety" is just another word for "boring." Why cast a spell when you can throw a bomb? Why solve a problem when you can blow it up? These explosive enthusiasts take tinkering to dangerous new levels, crafting all manner of magical explosives—from acid-spewing grenades to improvised explosives made out of a bag of holding—just to watch things go boom. As they advance, they get even more obnoxiously creative, combining and modifying their bombs with chaotic flair. If it explodes, sets something on fire, or otherwise causes destruction and chaos they’ll find a way to make it happen, all while calling it "art."
Bombardiers tend to be the kind of people who think "restraint" is for amateurs. With an inflated sense of ingenuity, a slew of personality disorders, and "necessary" casualties in the thousands, they’ll gleefully insist that no situation exists that can’t be solved by a well-timed detonation. Whether they’re thrill-seekers itching for the next explosion or aloof "geniuses" who smugly overcomplicate everything, Bombardiers often leave their companions wondering if they’re brilliant—or just plain reckless. Either way, you’ll hear them coming.
Bomber
3rd-level Bombardier feature
When you choose this subclass, you learn to make specialized explosives that take advantage of your magical and mechanical expertise.
Bombs. You learn to create three explosive of your choice, which are detailed under Explosives below. You can store a number of bombs up to your proficiency bonus. When you create a new bomb, if you do not have the capacity to store it, you must deconstruct one bomb of your choice. While other creatures may use your bombs (see Using a Bomb), they may not store them and all unexploded bombs you create count against your storage capacity. All Explosives contain the following information: minimum level, thrown range (short/long), activation time, area of effect (typically a sphere), damage type, a description, any other effects, and the effects of increasing the bomb's level.
Your list of potential explosives increases and you learn two additional bombs of your choice at 5th, 9th, 13th, and 17th level. Each time you learn new Explosives, you can also replace one Explosive you know with a different one.
Making Bombs. Creating a bomb requires 10 minutes and tinkerer's tools, which may be part of a short or long rest. You may create a number of bombs up to your proficiency bonus and regain the ability to do so when you start a long rest. If the level of the Explosive can be increased, you must choose its level when you create it. Its level cannot exceed the maximum level of artificer spells that you can cast. You may create additional bombs by expending a spell slot; the level of spell slot required is equal to the level of the bomb. All other conditions must be met.
Decoy Charge. This "bomb" can mimic the appearance of any other type of Explosive that you know. It functions as if it was a bomb of that type (including activation time and thrown range) with a level of 0; however it cannot be detonated. A successful Intelligence (Investigation) check against your spell save DC will reveal it as a Decoy Charge. You may create and store a number of Decoy Charges equal to your Proficiency Bonus and regain all uses on a Short or Long Rest. Decoy Charges do not count against your For each Decoy Charge made in excess of your storage capacity, you must deactivate another Decoy Charge.
Using a Bomb. All bombs are activated upon impact with a target point within the short thrown range. You may choose a target point beyond the short range (but less than the long range) at the risk of a Premature Explosion. Most bombs require an action to throw a bomb; however the exact time is specified in the Explosive's description. Other creatures may attempt to use your bombs using the short range, but are subject to a Premature Explosion.
Premature Explosion. When subject to a Premature Explosion (see Using a Bomb), the creature using the bomb must make an Intelligence or Wisdom check with a DC of 10 plus the bomb's level. If it fails the check, the bomb detonates early at a point within the short range. The DM rolls 1d20 to determine where the bomb explodes, exploding in the user's hand on a 1 and increasing by 5 feet for each number (e.g., 5 feet for 2 and 20 feet for 5) to a maximum of the short range.
Saving Throws. Many of your Explosives require your target to make a saving throw to resist the bomb’s effects. The saving throw DC is equal to your spell save DC.
Bombard Spells
3rd-level Bombardier feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Bombard Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Bombard Spells
Artificer Level | Spell |
---|---|
3rd |
|
5th |
|
9th |
|
13th |
|
17th |
Explosives
The bombs are presented here in alphabetical order.
Arcane Singularity (Level 17 Required)
- Minimum Level: 5
- Activation Time: 1 Action
- Thrown Range: 5/15 feet
- Area of Effect: 100-foot radius sphere
- Damage Type: Radiant
- Description: Much like chemical bombs, these bulky bombs separate two volatile types of magic until detonation. When these magics combine, the destruction is intense and all magic in the area is suppressed. If you want to cause chaos, the Arcane Singularity is your best friend... as long as you don't blow yourself up too.
- Effect: Everything in the area must make a Strength saving throw or take 18d4 radiant damage. Immediately after detonation, all magic within the area is suppressed for 1 hour as if by the antimagic field spell.
- Scaling: N/A
Balm Bomb (Level 13 Required)
- Minimum Level: 4
- Activation Time: 1 Action
- Thrown Range: 50/100 feet
- Area of Effect: 20-foot radius sphere
- Damage Type: None
- Description: Black powder and holy water? Should be fine.
- Effect: All creatures (allies and enemies) in the sphere regain 6d8 Hit Points. Undead in the sphere must make a Constitution saving throw taking the equivalent radiant damage on a failure and half damage on a success. This bomb has no effect on constructs.
- Scaling: At level 5, the healing increases by 2d8.
Bio-Burst (Level 17 Required)
- Minimum Level: 5
- Activation Time: 1 Action
- Thrown Range: 40/80 feet
- Area of Effect: 15-foot radius sphere
- Damage Type: Poison
- Description: Okay, this one's a little messed up, but very helpful if you need your targets alive and travel-sized. These explosives contain vials of a shape-altering potion that turns those who inhale it into rats. At least the sentence for kidnapping is probably less than murder, so there's that!
- Effect: All creatures in the area must make a Wisdom saving throw or be transformed into a rat for 1 hour as if by the polymorph spell. Creatures who succeed on this save take 6d6 poison damage. This bomb has no effect on Constructs and creatures that don't breathe.
- Scaling: N/A
Blockbuster (Level 13 Required)
- Minimum Level: 4
- Activation Time: 1 Action
- Thrown Range: 5/15 feet
- Area of Effect: 50-foot radius sphere
- Damage Type: Bludgeoning, Force, Fire, and Radiant
- Description: The Blockbuster is a gigantic explosive device designed to demolish everything in the vicinity. Due to its size, it does not make for a good projectile.
- Effect: Everything in the sphere must make a Strength saving throw or take 3d6 bludgeoning, 3d6 force, 3d6 fire, and 3d6 radiant damage and is deafened for 1 minute. Creatures who succeed on the saving throw take half damage and are not deafened. Objects take double damage from this bomb.
- Scaling: At level 5, the Blockbuster creates a 70-foot radius sphere.
Cascade Charge (Level 17 Required)
- Minimum Level: 5
- Activation Time: 1 Action
- Thrown Range: 40/80 feet
- Area of Effect: 15-foot radius sphere
- Damage Type: Fire
- Description: Sometimes one bomb isn't enough, unless... it's just crazy enough to work! These bombs are made of such resilient stuff that they can be triggered multiple times or split into multiple pieces that detonate simultaneously.
- Effect: When you deploy this bomb, you can either choose three points within range or a single one with multiple charges. If you deploy to three points, these bombs detonate simultaneously forcing each creature in a 15-foot sphere around each point to make a Dexterity saving throw, taking 8d6 fire damage on a failure and half damage on a success. If you deploy to a single point, you may use a bonus action on subsequent turns to detonate the bomb again. You may detonate the bomb up to two additional times, after which it becomes inert.
- Scaling: N/A
Concussive Bomb
- Minimum Level: 1
- Activation Time: 1 Action
- Thrown Range: 60/120 feet
- Area of Effect: 15-foot radius sphere
- Damage Type: Force
- Description: Concussive bombs are standard directionless bombs that release a burst of powerful concussive force in a small radius.
- Effect: Everything within the area of effect must make Strength saving throw or take 2d6 force damage and be pushed up to 10 feet and knocked prone if it is large or smaller. Objects within the area of effect automatically fail this save.
- Scaling: The damage of this bomb increases by 1d6 and the the distance pushed is increased by 5 feet for each level beyond the 1st.
Displacement Charge (Level 13 Required)
- Minimum Level: 4
- Activation Time: 1 Bonus Action
- Thrown Range: 60/120 feet
- Area of Effect: 30-foot radius sphere
- Damage Type: None
- Description: These round, aerodynamic bombs pulse with white magical energy. When detonated, they release a white mist that creates chaos by randomly teleporting the creatures within.
- Effect: Creatures within the radius must make a Wisdom saving throw or be teleported to a random location, determined by the DM, within the sphere.
- Scaling: At level 5, the area of effect increases to a 40-foot radius sphere.
Dragon Pitch (Level 9 Required)
- Minimum Level: 3
- Activation Time: 1 Action
- Thrown Range: 20/50 feet
- Area of Effect: 5-foot radius sphere
- Damage Type: Fire
- Description: This small explosive releases a sticky orange gel in a small area. The gel reaches seemingly impossible temperatures that can burn through almost anything.
- Effect: Everything in the radius is sprayed with sticky orange gel that lasts for 10 minutes. Creatures in the area must make a Dexterity saving throw or take 8d8 fire damage and become afflicted with pitch burn for 1 minute. Any creature that enters the area or ends their turn in it must also making a Dexterity saving throw or take 8d8 fire damage and gain pitch burn; a creature only makes this save once per turn. While afflicted with pitch burn, a creature takes 6d4 fire damage at the end of their turn, ignoring any resistance. A creature can take an action on their turn to attempt to remove the pitch, immediately taking 10d4 fire damage and then making a Constitution saving throw, removing the effect on a success. Objects take double damage from this explosive.
- Scaling: The initial damage increases by 2d8 OR the area of effect radius increases by 5 feet (your choice) for each level beyond the 3rd.
Electroshock (Level 5 Required)
- Minimum Level: 2
- Activation Time: 1 Action
- Thrown Range: 60/100 feet
- Area of Effect: 10-foot cube
- Damage Type: Lightning
- Description: These explosives are packed with conductive liquid and charged with lightning magic. Upon detonation, the liquid aerosolizes and conducts the lightning magic, debilitating those in the area.
- Effect: Creatures in the radius must make a Constitution saving throw or take 2d6 lightning damage and become stunned until the end of your next turn. Creatures who succeed on their saving throws take half damage.
- Scaling: The damage increases by 1d6 and the radius of the cube increases by 5 feet for each level beyond the 2nd.
Elemental Conflux (Level 5 Required)
- Minimum Level: 2
- Activation Time: 1 Action
- Thrown Range: 80/160 feet
- Area of Effect: 20-foot radius sphere
- Damage Type: Cold, Fire, Lightning, or Thunder (selected when the bomb is created)
- Description: These colorful bombs are infused with elemental magic and designed only to cause damage.
- Effect: Everything in the radius makes a Dexterity saving throw or takes 4d6 damage of the chosen type. Creatures who succeed on the save take half damage.
- Scaling: The damage increases by 2d6 for each level beyond the 2nd.
Exile Explosive (Level 13 Required)
- Minimum Level: 4
- Activation Time: 1 Action
- Thrown Range: 30/60 feet
- Area of Effect: 5-foot cube
- Damage Type: None
- Description: These explosives are covered in interlocking magical chains and shunt affected creatures into another plane.
- Effect: All creatures in the radius must make a Charisma saving throw or be shunted into a harmless demiplane until the start of your next turn. These creatures incapacitated while in the demiplane.
- Scaling: At level 5, the creature is shunted into the demiplane for 1 minute.
Flashbang (Level 5 Required)
- Minimum Level: 2
- Activation Time: 1 Action
- Thrown Range: 100/200 feet
- Area of Effect: 20-foot radius sphere
- Damage Type: Radiant*
- Description: These explosives release a blinding flash of light to incapacitate enemies.
- Effect: Creatures in the radius must make a Constitution saving throw or take 2d6 radiant damage and become blinded. A creature blinded in this way may make another Constitution save at the end of each of their turns, ending the effect on a success.
- Scaling: At level 3, creatures who fail the Constitution saving throw also take 1d6 thunder damage and become deafened. The damage increases 1d6 radiant and 1d6 thunder for each level beyond 3rd.
Frostbang (Level 9 Required)
- Minimum Level: 3
- Activation Time: 1 Action
- Thrown Range: 60/180 feet
- Area of Effect: 15-foot radius sphere
- Damage Type: Cold
- Description: These light-weight, aerodynamic explosives are charged with ice magic to stop foes in their tracks.
- Effect: All surfaces in the radius are difficult terrain for 1 minute as they are covered in a thin coating of ice. Each creature in the area must make a Constitution saving throw or take 2d8 cold damage and become paralyzed for 1 minute. A creature paralyzed in this way may make a Constitution saving throw at the end of each of their turns, ending the effect on a success.
- Scaling: The damage increases by 1d8 for each level above 3rd.
Gravity Well (Level 9 Required)
- Minimum Level: 3
- Activation Time: 1 Action
- Thrown Range: 50/100 feet
- Area of Effect: 30-foot radius sphere
- Damage Type: Force
- Description: What happens if you turn a bomb inside out? It explodes, duh. These bombs take that concept less literally. Upon detonation, the Gravity Well implodes, pulling everything towards the center of the detonation.
- Effect: Everything in the sphere must make a Strength saving throw or take 4d8 force damage and is pulled up to 20 feet towards the center of the implosion. Creatures who succeed on the saving throw take half damage and are not pulled. Creatures and objects that are huge or larger are not pulled.
- Scaling: The damage increases by 2d8 force damage for each level above the 3rd.
Gutbuster (Level 5 Required)
- Minimum Level: 2
- Activation Time: 1 Action
- Thrown Range: 30/60 feet
- Area of Effect: 15-foot radius sphere
- Damage Type: None
- Description: You know what would be like so funny? What if we filled a bomb with laughing gas?
- Effect: Each creature in the area must make a Constitution saving throw or collapse in fits of laughter for 1 minute as if under the Tasha's Hideous Laughter spell. This bomb has no effect on constructs and creatures that do not breathe.
- Scaling: The radius of the sphere increases by 5 feet for each level above 2nd.
Ironshard
- Minimum Level: 1
- Activation Time: 1 Action
- Thrown Range: 40/80 feet
- Area of Effect: 15-foot radius sphere
- Damage Type: Piercing
- Description: These explosives are packed with nails or other sharp pieces of metal that are flung out at a high velocity, causing persistent damage to those in the blast radius.
- Effect: Everything within the area of effect must make Dexterity saving throw or take 2d6 piercing damage and become wounded. A creature who succeeds on this saving throw takes half damage and is not wounded. While wounded in this way, a creature takes 1d6 piercing damage at the start of their turn. A wounded creature may make a Constitution saving throw at the end of its turn to end this effect or take an action to remove the shrapnel and staunch the bleeding.
- Scaling: The damage of this bomb and the damage taken by a wounded creature increase by 1d6 for each level beyond the 1st.
Meltdown (Level 9 Required)
- Minimum Level: 3
- Activation Time: 1 Action
- Thrown Range: 30/50 feet
- Area of Effect: 10-foot radius sphere
- Damage Type: Acid
- Description: These cumbersome explosives are filled with particularly caustic liquid. They are perfect for demolitions as the acid inside can quickly eat through most rocks and metal.
- Effect: Everything within the radius must make a Dexterity saving throw or take 8d10 acid damage. A creature who succeeds on the save takes half damage.
- Scaling: The damage increases by 1d10 for each level beyond the 3rd.
Mindmelter (Level 17 Required)
- Minimum Level: 5
- Activation Time: 1 Action
- Thrown Range: 40/80 feet
- Area of Effect: 20-foot radius sphere
- Damage Type: Psychic
- Description: Often adorned with glitter and Hello Kitty stickers, these cute little pink bombs pack a punch. Upon detonation, they release a powerful psychic blast that cripples everyone in the radius. The glitter is the real crime though.
- Effect: All creatures in the area make an Intelligence saving throw or become slowed as if by the slow spell for 1 minute. Creatures who succeed on the save take 6d6 psychic damage.
- Scaling: N/A
Molotov Cocktail
- Minimum Level: 1
- Activation Time: 1 Action
- Thrown Range: 30/- feet
- Area of Effect: 10-foot radius sphere
- Damage Type: Fire
- Description: Molotov Cocktails are the weakest and most unstable type of explosives. Unlike other bombs, they have no long range, but can be constructed by using a flash of oil or alcohol in place of a level 1 spell slot. Acid vials can be used in place of level 2 spell slots and Alchemist's Fire can be used in place of level 3 spell slots.
- Effect: Everything within the area of effect must make Dexterity saving throw or take 2d6 fire damage. Flammable objects within the area of effect automatically fail this save.
- Scaling: At level 2, the Molotov Cocktail deals 2d6 fire damage and 1d6 acid damage and, at level 3, it deals 4d6 damage and inflicts burning (see Burning [Hazard] in Rules Glossary). Molotov Cocktails can not be scaled to level 4 or 5.
Rules Note
Burning [Hazard]. A burning creature or object takes 1d4 Fire damage at the start of each of its turns. As an action, you can extinguish fire on yourself by giving yourself the prone condition and rolling on the ground. The fire also goes out if it is doused, submerged, or suffocated.
Mystic Improvised Explosive Device (Level 5 Required)
- Minimum Level: 2*
- Activation Time: 1 Action
- Thrown Range: 50/100 feet
- Area of Effect: 30-foot radius sphere
- Damage Type: Necrotic
- Description: You've got to work with what you have and sometimes what you have is a bunch of magic items and a strong desire to see an explosion. This bomb is created by infusing a bomb with an Artificer Infusion or magic item. Big boom! Magic items or infusions must be spent when the bomb is created. Magic items spent in this way are destroyed and infusions spent this way remain spent until the bomb is detonated.
- Effect: Creatures in the radius must make a Dexterity saving throw or take 6d6 necrotic damage. Creatures who succeed on the save take half damage.
- Scaling: At level 2, you must expend an Artificer Infusion or an Uncommon magic item when creating the bomb. At level 3, the damage increases to 8d8 and you must expend two Artificer Infusions or a Rare magic item during creation. At level 4, the damage increases to 10d10 and you must expend two Artificer Infusions and a Rare magic item or a Very Rare magic item during creation. At level 5, the damage increases to 14d12 and you must expend three Artificer Infusions, two Very Rare magic items, or a Legendary magic item.
Nightmare Fuel (Level 13 Required)
- Minimum Level: 4
- Activation Time: 1 Action
- Thrown Range: 30/60 feet
- Area of Effect: 15-foot radius sphere
- Damage Type: Psychic
- Description: When making these bombs, you whisper all your fears and crazy thoughts into the slick black orb. It doesn't really affect the bomb, but it feels good to get it off your chest. When these obsidian spheres explode, they release a powerful toxic gas that induces fear in all who inhale it.
- Effect: All creatures in the sphere must make a Wisdom saving throw or take 4d6 psychic damage and become frightened of you for 1 minute. A Frightened creature takes the Dash action and moves away from you by the safest route on each of its turns unless there is nowhere to move. If the creature ends its turn in a space where it doesn’t have line of sight to you, the creature makes a Wisdom saving throw. On a successful save, the spell ends on that creature. This bomb has no effect on Constructs and creatures that don't breathe.
- Scaling: At level 5, the area of effect of this radius increases to a 25-foot radius sphere.
Plagueburst (Level 17 Required)
- Minimum Level: 5
- Activation Time: 1 Action
- Thrown Range: 60/120 feet
- Area of Effect: 20-foot radius sphere
- Damage Type: Necrotic
- Description: Sometimes the tiniest bombs are the most devastating. The people with the big bombs are probably compensating for something anyway! These bombs spray a flesh-melting virus on everyone in the vicinity.
- Effect: All creatures in the area must make a Constitution saving throw or take 6d10 necrotic damage and have disadvantage on Strength, Dexterity, and Constitution saving throws for 1 minute. A creature who succeeds on this save takes half damage.
- Scaling: N/A
Psychotropic Gas (Level 13 Required)
- Minimum Level: 4
- Activation Time: 1 Action
- Thrown Range: 30/60 feet
- Area of Effect: 10-foot radius sphere
- Damage Type: Psychic*
- Description: Duuuuuuuuuuuuude, what did you put in this? It doesn't matter if it's natural or man-made, whatever is in the pink gas emitted by these explosives induces a temporary state of bliss.
- Effect: Each creature in the area must make a Wisdom saving throw or become afflicted by the confusion spell for 1 minute. This bomb has no effect on constructs and creatures that do not breathe.
- Scaling: At level 5, creatures the area of effect increases to a 15-foot radius sphere and those who fail the save also take 6d6 psychic damage or half as much on a success.
Sandman's Kiss (Level 17 Required)
- Minimum Level: 5
- Activation Time: 1 Action
- Thrown Range: 40/80 feet
- Area of Effect: 20-foot radius
- Damage Type: None
- Description: There are very rare occasions where a loud explosion is not the best approach. The Sandman's Kiss instead knocks out everyone in the vicinity.
- Effect: All creatures in the area must make a Constitution saving throw or be knocked unconscious for 10 minutes. A creature regains consciousness if it takes damage or someone uses an action to shake them awake.
- Scaling: N/A
Screamer
- Minimum Level: 1
- Activation Time: 1 Action
- Thrown Range: 60/120 feet
- Area of Effect: 10-foot radius sphere
- Damage Type: Thunder
- Description: These large bombs are designed to be impossibly loud. Have you ever heard a cat in heat? It sounds like a mixture of that and that drunk guy who claims to be great at karaoke.
- Effect: Creatures within the radius must make a Constitution saving throw or take 2d8 thunder damage and become deafened. Creatures who succeed on this save take half damage and are not deafened.
- Scaling: The damage of this bomb increases by 1d8 damage and the area of effect increases by 5 feet for each level beyond the 1st.
Smokescreen
- Minimum Level: 1
- Activation Time: 1 Bonus Action
- Thrown Range: 80/160 feet
- Area of Effect: 20-foot radius sphere
- Damage Type: None
- Description: These small cannisters contain two different chemical compounds that combine when detonated and release thick gray smoke.
- Effect: The Fog Cloud spell is cast at 1st level at the point of detonation. It lasts for 1 minute or until dispersed and does not require concentration.
- Scaling: Fog cloud is cast one level higher for each level beyond the 1st, which will increase the radius of the fog by 20 feet per level.
Stink Bomb
- Minimum Level: 1
- Activation Time: 1 Action
- Thrown Range: 30/80 feet
- Area of Effect: 15-foot radius sphere
- Damage Type: None
- Description: These small explosives are attached to a canister of a noxious green liquid that aerosolizes upon detonation. Have you ever smelled a dead owlbear that's been left to rot in the desert sun for a week? It's kind of like that.
- Effect: The area in the affected radius becomes heavily obscured by a green mist until the end of your next turn. Each creature in the radius must must make a Constitution saving throw or spend their action retching. Creatures who are immune to the poisoned condition and creatures who do not breathe are immune to this effect. This effect lasts until the mist disperses. The mist can be dispersed by a strong wind (such as one created by Gust of Wind).
- Scaling: The radius of the sphere increases by 5 feet for each level by the 1st.
Viper Breath (Level 9 Required)
- Minimum Level: 3
- Activation Time: 1 Action
- Thrown Range: 50/100 feet
- Area of Effect: 15-foot radius sphere
- Damage Type: Poison
- Description: These small metal canisters spray thick, sickly mist upon detonation. The mist contains a deadly, albeit short-lived toxin.
- Effect: A mist explodes out in the area and lasts for 1 minute or until a strong wind (such as the one created by Gust of Wind) disperses it. The area is Heavily Obscured. Each creature in the area must make a Constitution saving throw, taking 5d6 poison damage and become poisoned for 10 minutes on a failed save. A creature takes half as much damage and is not poisoned on a successful save. A creature must also make this save when it enters the sphere or ends its turn there. A creature makes this save only once per turn. A creature poisoned by this may make a Constitution saving throw at the end of their turn, ending the condition on a success.
- Scaling: The damage from this spell ignores resistance at level 4. At level 5, it ignores resistance and immunity to poison damage and the poisoned condition.
Bomb Surgeon
5th-level Bombardier feature
You've risen from unhinged amateur arsonist to a maestro of the explosive arts. With your newfound "precision", you learn to combine bombs to increase their power, range, or just make things a little crazier. As a bonus action, you can combine your bombs in the following ways:
- Higher Yield: You combine two or more bombs of the same type, the level of the bomb increases to the level of the device, to a maximum of 5.
- Greater Blast Radius: You combine two or more bombs of the same type and level, the area of effect of the bomb increases by 5 feet for the level of bomb (e.g., combining two level 2 bombs would act as a level 2 bomb with an additional 10-foot radius). If you combine three bombs, the area of effect increases by an additional 10 feet (e.g., combining three level 3 bombs would act as a level 3 bomb with an additional 25-foot radius). The area of effect type (e.g., sphere, cube, cone) remains the same.
- Multi-purpose: You combine two or more bombs of different types. When the combined device is detonated, all component bombs detonate simultaneously.
You can combine no more than two bombs into a single device, which has a level equal to the total level of all combined bombs. Each bomb in the device still count against your storage capacity. The combined bomb can have a level no higher than than twice your proficiency bonus. You can dismantle a device into its component by spending 10 minutes with your tinkerer's tools as if you were making a bomb.
At level 9, the number of bombs you can combine increases to 3.
Powder Mage
5th-level Bombardier feature
You don't always have time to make a bomb, especially if you run out in the middle of a fight. You've learned to use your magic to emulate one of your explosives. As a bonus action, you can expend a spell slot to create a bomb of an explosive type that you know. You must immediately use your action to throw the bomb and make a Premature Explosion check. The bomb can only be thrown at short range. The spell slot expended must be at least one level higher than the level of the bomb, which is created at its minimum level. These magically created bombs cannot be combined with other explosives and must be detonated on impact.
Dungeon Crawler
5th-level Bombardier feature
Cowards! Only the craven would create a trap rather than throw a bomb. Your experience allows you to easily find and disarm such cowardly displays. When you cast the find traps spell, it reveals the location of all traps that are not behind total cover, including natural weaknesses and traps. If you cast the spell at level 3, you also identify traps behind total cover and learn the nature of traps not behind total cover. At level 4, you learn the types of all traps in range and can add your intelligence modifier to any skill check made to try to disarm a trap not behind total cover. At level 5, you automatically succeed on any skill check made to disarm a trap.
Four Fingers
5th-level Bombardier feature
Unlike your colleagues, you've somehow managed to survive long enough to gain experience around regular explosions. While you may be a few fingers or limbs down, you are more resilient in the face of potentially deadly explosions. You have have advantage on saving throws against bombs and resistance to damage from them.
Demolitionist
9th-level Bombardier feature
You've finally learned how to change the trigger mechanisms for your bombs. I thought you were supposed to be smart, but you're nine levels into this and just figuring it out now? When you create a bomb, you also choose one of five trigger mechanisms. You may also change the trigger mechanism as a bonus action. The trigger mechanisms are described below:
- Impact Detonation (default): These bombs explode on impact when thrown. This is the default choice for all explosives.
- Remote Trigger: You can place one of these bombs or throw it at the cost of its activation time; however, they do not detonate on impact. They can be detonated remotely using an action or bonus action. You must be within 200 feet of the bomb to trigger it in this way.
- Proximity Detonation: You can arm and place one of these bombs or throw it at the cost of its activation time. These bombs detonate on impact (if thrown), when a creature moves within 5 feet of them, and when damaged. These bombs are immune to Psychic, Poison, Necrotic, and Radiant damage, resistance to all other damage types, and immune to all conditions. They have an armor class of 15 plus the level of the bomb.
- Dead-man's Switch: These bombs can be armed or disarmed with a bonus action and require a free hand. If your hand releases the detonator, either willingly or unwillingly (e.g., becoming incapacitated), the bomb detonates.
- Directional Charge: You can place one of these bombs or throw it at the cost of its activation time. These bombs detonate on impact (if thrown), remotely with an action or bonus action, and when damaged. These bombs are immune to Psychic, Poison, Necrotic, and Radiant damage, resistance to all other damage types, and immune to all conditions. They have an armor class of 15 plus the level of the bomb. If this bomb is placed, you must choose its direction and its area of effect becomes a cone and is increased by a number of feet based on its level, as shown in the table below. If a bomb with a directional charge is thrown, the direction is chosen at random by rolling 1d8.
Bomb Levels | Increased Radius |
---|---|
1-3 | 5 feet |
4-6 | 10 feet |
7-9 | 15 feet |
10-12 | 20 feet |
Any creature may use an action to attempt to disarm an undetonated bomb in their space by making a Dexterity (Sleight of Hand) skill check. The difficulty is equal to 10 plus the level of the bomb. On a failure, they must roll for a Premature Explosion. The DM may require an Intelligence (Investigation) or Wisdom (Perception) check to determine the method to disarm the bomb or detect a concealed bomb. You have advantage on attempts to disarm bombs you created.
Steady Hands
9th-level Bombardier feature
You're still alive? I had 10,000 GP on you blowing your guts all of your friends by level 7... Your hands are rock steady and you're always ready to move. When you’re 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. You can’t use this feature if you have the Incapacitated condition.
Master Crawler
9th-level Bombardier feature
They may be cowards, but the trap makers have some good equipment. Whenever you successfully disarm a mechanical trap, you may keep the parts provided it is small and light enough for you to carry. You can use the parts recreate and arm the trap. The amount of time required to recreate the trap is determined by the DM, but takes no less than 1 minute.
Tempting Fate
15th-level Bombardier feature
Really? Really?! Either fate (cough Dungeon Master cough) has taken a liking to you or you're letting the rest of your party do the heavy lifting. As your ego grows, you can afford to take more risks. If damage would knock you unconscious, you may negate all damage and other conditions from that source. Once you use this ability, you must complete a long rest before doing so again.
Blastsmith
15th-level Bombardier feature
Recruiting new party members becomes challenging when they find out you blew up the previous ones. When one of your bombs detonates, you can choose a number of other creatures that you can see, up to your Intelligence modifier, to automatically succeed on all saving throws against it.

Comments