Base Class: Artificer
This subclass is based on the character Jinx from Arcane: League of Legends (by Riot Games and Fortiche)
An Anarchist is an artificer who devotes their work to tearing down social structures and causing chaos. They fuel their destructive potential into making explosives that can blow up buildings and firearms that can be used to take out enemies. They are unwavering in their pursuit of chaos, and are experts at dodging between guards and dashing through alleys and tall city buildings. They can also be augmented by a permanent variant of shimmer, which grants them supernatural speed and reflexes.
Tool Proficiency
You gain proficiency with firearms, and your proficiency bonus is doubled for any ability check you make that uses tinker’s tools.
Anarchist Spells
You always have certain spells prepared after you reach particular levels in this class, as shown in the Anarchist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Anarchist Spells
| Artificer Level | Spell |
|---|---|
|
3rd |
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|
5th |
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|
9th |
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|
13th |
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|
17th |
Demolitions Expert
You are an expert of explosions and destruction tailored towards destroying bridges and watching towers fall. Your attacks, spells, and items deal double damage to objects and structures.
Shimmer Enhancements
Shimmer courses through your veins, enhancing your physical abilities. You gain the following benefits:
- Your walking speed increases by 5 feet.
- Your Armor Class increases by 1
- You have advantage on death saving throws
Anarchist's Arsenal
Whenever you finish a long rest, you can magically create weapons using metal scrap. You can create a number of items equal to your proficiency bonus from the options below. The items last until you take a long rest, at which point they return to being scrap.
Pistol
A pistol is a Dexterity weapon that weighs 3 lbs. and has a short range of 40 ft. and a long range of 120 ft. It can fire 6 shots before it must be magically reloaded as a bonus action. On a hit, a shot deals 2d6 piercing damage. The pistol’s bullets magically appear in it every time it is reloaded as a bonus action.
Lightning Pistol
A lightning pistol is a Dexterity weapon that weighs 3 lbs. and has a short range of 40 ft. and a long range of 120 ft. On a hit, a shot deals 1d10 lightning damage. The lightning pistol does not need to be reloaded.
Bomb
A bomb can be lit and thrown as an action at a point up to 60 feet away. It explodes on impact. Each creature within 5 feet of it must succeed on a DC 12 Dexterity saving throw or take 3d6 fire damage. You can create a number of bombs equal to your proficiency bonus with a use of this ability.
Bomb (Glue)
A glue bomb can be lit and thrown as an action at a point up to 30 feet away. It explodes on impact. Each creature within 20 feet of it must succeed on a DC 12 Dexterity saving throw or be restrained for 1 minute. A restrained creature can make a DC 12 Strength check as an action, escaping on a success. You can create a number of bombs equal to your proficiency bonus with a use of this ability.
Bomb (Stink)
A stink bomb can be primed and thrown as an action at a point up to 30 feet away. It explodes at the start of your next turn. Each creature within 20 feet of it must make a DC 12 Constitution saving throw or be poisoned for 1 minute. A creature can repeat this save at the end of each of its turns, ending the effect on itself on a success. You can create a number of bombs equal to your proficiency bonus with a use of this ability.
Alchemist’s Fire
A flask of alchemist’s fire can be thrown as an action at a creature or object within 20. It shatters and ignites on impact. It counts as a ranged attack with an improvised weapon. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames. You can create a number of flasks of alchemist’s fire equal to your proficiency bonus with a use of this ability.
Grenade (Fragmentation)
A grenade can be lit and thrown as an action at a point up to 60 feet away. It explodes on impact. Each creature within 20 feet of it must make a DC 15 Dexterity saving throw, taking 5d6 piercing damage on a failed save, or half as much damage on a successful one. You can create a number of grenades equal to your half your proficiency bonus, rounded down, with a use of this ability.
Grenade (Smoke)
A smoke grenade can be lit and thrown as an action at a point up to 60 feet away. It explodes on impact. It emits a cloud of smoke that creates a heavily obscured area in a 20-foot radius. A moderate wind (at least 10 miles per hour) disperses the smoke in 4 rounds; a strong wind (20 or more miles per hour) disperses it in 1 round. You can create a number of grenades equal to your proficiency bonus with a use of this ability, and you can choose the color of the smoke.
Grenade (Tangler)
A tangler grenade can be lit and thrown as an action at a point up to 60 feet away. It explodes on impact. Each creature within 10 feet of it must make a DC 15 Dexterity saving throw or be restrained by sticky white webs. As an action, a creature can try to free itself or another creature within its reach from the webs, doing so with a successful DC 20 Strength (Athletics) check. A gallon of alcohol dissolves the webs produced by a single tangler grenade. Otherwise, the webs dissolve on their own after 1 hour, freeing any creatures restrained by them. You can create a number of grenades equal to your half your proficiency bonus, rounded down, with a use of this ability.
Chomper
A chomper is a thrown weapon that weighs 3 lbs. and has a short range of 20 ft. and a long range of 40 ft. On a hit, it grabs onto the target with metal jaws. At the beginning of your next turn, it explodes, dealing 3d6 bludgeoning damage. Each other creature within 5 feet of it must succeed on a DC 12 Dexterity saving throw or also take the 3d6 bludgeoning damage. You can create a number of bombs equal to your proficiency bonus with a use of this ability.
Monkey Bomb
A monkey bomb can be lit and thrown as an action at a point up to 60 feet away, or 120 feet away if it is propelled with a grenade launcher. It explodes on impact. Each creature within 30 feet of it must make a DC 15 Dexterity saving throw, taking 5d6 force damage on a failed save, or half as much damage on a successful one. Additionally, any ongoing spell of level 1 or lower within the area ends. You can create one monkey bomb with a use of this ability.
Rocket Launcher
A rocket launcher is a two-handed device that weighs 15 pounds. You must have a Dexterity score of at least 13 to use it. As an action, you can fire a grenade or bomb out of this rocket launcher, extending its range to 1000 feet. You can create one rocket launcher with a use of this ability.
Minigun
A minigun is a two-handed, heavy Dexterity weapon that weighs 10 lbs. and has a short range of 50 ft. and a long range of 150 ft. It can fire 20 shots before it must be magically reloaded as a bonus action. On a hit, a shot deals 2d6 piercing damage. The minigun’s bullets magically appear in it every time it is reloaded as a bonus action.
Additionally, the weapon has the [Tooltip Not Found] property. As an action, you can spend 10 pieces of ammunition to spray shots in a 10-ft. cube in front of you. Each creature in the area must succeed on a DC 15 Dexterity saving throw or take the weapon’s normal damage. You can create one minigun with a use of this ability.
Firelight Bomb Swarm
A firelight bomb swarm is a swarm of metal butterflies equipped with tiny explosives. The swarm can occupy a space as small as a 5-ft. radius or as large as a 20-ft. radius, and it can move through the space of other creatures. Regardless of size, the swarm has an AC of 18 and a number of hit points equal to five times your artificer level. It is immune to poison damage and psychic damage. It is destroyed if it is reduced to 0 hit points.
On your turn, you can use a bonus action to move the swarm up to 30 feet and change its size, and you can choose whether or not to activate it. When the swarm is activated, choose a number of targets within the swarm’s radius equal to your proficiency bonus. Each target must succeed a DC 15 Dexterity saving throw or suffer 2d6 magical piercing damage, or half as much damage on a successful save.
You can create one firelight bomb swarm with a use of this ability.
Extra Attack
You can attack twice, rather than once, whenever you take the Attack action on your turn.
Undercity Mobility
You have learned to navigate the city with masterful grace and vigilance, your movement and senses enhanced by shimmer. You gain the following benefits:
- You can add your Intelligence modifier (minimum of 1) to initiative rolls
- You can take the Dash, Disengage, or Hide action as a bonus action
- You can take the Dodge action as a bonus action if you are within 5 feet of a hostile creature
Doubts Excised
You are dedicated to the art of destruction and can blaze through battle with single-minded ferocity and adrenaline. As long as you have attacked a hostile creature or taken damage since the start of your last turn, you gain the following benefits:
- You have advantage on saving throws to avoid being charmed or frightened
- You deal triple damage to objects and structures instead of double damage
- You ignore the heavy property of weapons
- When you make an attack using Strength, you can use Dexterity instead
- You gain 2d6 hit points at the start of your turn







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Posted Mar 14, 2025genuine peak sauce, i think the damage numbers need to be more prevalent