Artificer
Base Class: Artificer

A Bombardier t is an expert at combining reagents and everyday products to produce weapons of destruction, massive or otherwise. Bombardiers use their arsenals to obliterate their enemies (and sometime allies) or to effectively intimidate their enemies into peace. This school of study is related to is alchemical cousin, though focusing more on taking life than preserving and empowering it. The bombardier is a firm believer in the best defense being an even better offense. 

Tool Proficiency

3rd-level Bombardier 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.

Bombardier's Spells

3rd-level Bombardier feature

You always have certain spells prepared after you reach particular levels in this class, as shown in the Alchemist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Alchemist Spells

Artificer Level Spell

3rd

ice knife, fog cloud

5th

shatter, Melf’s acid arrow

9th

Fireball, glyph of warding

13th

wall of fire, death ward

17th

cloudkill, flame strike

Bombardier's Arsenal

3rd-level Bombardier feature

Whenever you finish a long rest, you can magically produce an arsenal explosive in an empty flask you touch (unless stated otherwise). Roll on the Experimental Elixir table for the explosives effect, which is triggered when thrown or activated remotely. These explosives can be thrown as an action or detonated remotely as a bonus action.

You can create additional explosives by expending a spell slot of 1st level or higher for each one. When you do so, you use your action to create the explosive in an empty flask you touch (unless stated otherwise), and you choose the elixir’s effect from the Experimental Elixir table. You get one explosive per spell slot spent.

Creating an explosive requires you to have alchemist’s supplies on your person, and any elixir you create with this feature lasts until it is used.

When you reach certain levels in this class, you can make more explosives at the end of a long rest: two at 6th level and three at 15th level. Roll for each explosive's effect separately. Each explosive requires its own flask (unless stated otherwise).

Experimental Elixir

d6 Effect

1

Frag Grenade. A ranged spell attack is made, on a hit all creatures within 5 feet of the grenade's destination take 2d10 force damage, 1d6 force damage within 15 feet of the grenade's destination. Additionally, this explosive does triple damage against objects and structures. (range of 30/60feet) [this explosive does not require a container]

2

Flashbang. All creatures within a 20ft radius of the explosive's destination must succeed a Spell save DC dexterity saving throw, or become blinded for 2 turns, until the end of the bombardier's next turn. This explosive deals 1d8 radiant damage if you manage to directly hit a target with it (spell attack). The explosion occurs regardless of a hit. (range of 60/120 feet)

3

Smoke Bomb. The spell fog cloud is cast on the area the grenade lands. Additionally creatures that have eyes are blinded so long as they are inside of the smoke cloud. (range 120 feet)

4

Alchemists fire. This explosive creates a field of burning oil in a 30foot radius around it's destination (the oil obeys gravity). Creatures inside of the area must succeed a Spell save DC dexterity saving throw, or fall prone and be lit on fire. Taking 1d4 fire damage every turn they remain burning. Burning lasts until the target or an allied target spends an action to extinguish the fire. (range of 60/120ft)

5

Concussion Missile. This explosive creates a sonic blast at the point of destination, and does not have disadvantage if used in melee range of an enemy creature. Creatures within 15 feet of the blast must succeed a Spell save DC Strength saving throw, or take 3d6 thunder damage, be knocked back 20feet, and knocked prone. Additionally, the bombardier can take advantage of this blast to knock themselves away from danger allowing them to move 20feet in any direction of their choice upon detonation. (you are not made immune to fall damage)

6

Mustard Gas Canteen. The spell stinking cloud is cast at the destination of this explosive. Using the caster's Spell save DC. Additionally, creatures that are not the Bombardier take 1d8 poison damage (ignoring resistance) so long as they are inside the gas cloud, and are able to breathe. 

Bombardier's Fanaticism

5th-level Bombardier feature

You've developed masterful command of explosive materials, at last sparing your allies from their destructive power (ish). Furthermore, your fanaticism allows you to more efficiently arm and throw your explosives, as a bonus action, after casting an artificer spell that does damage in an area. Lastly, when you are able to bask in the destructive glory of your creations you become excited becoming faster and harder to hit, this effect can be refreshed if you witness another explosion. This effect only works if you directly caused the explosion (not if your allies or enemies caused it). Ex: your wizard's fireballs don't excite you... unless?

Whenever you cast a spell using your alchemist’s supplies as the spellcasting focus, or if you use an explosive from your arsenal. Your allies automatically succeed their saving throws and take minimum damage from your explosions.

Additionally, your fanaticism allows you to throw an explosive as a bonus action, after casting an artificer spell that does damage in an area.

lastly, Whenever you witness an explosion that you directly caused you gain the following benefits: +10 feet movement speed, +2 armor class. For two turns after the explosion occurred.

Explosive Savant

9th-level Bombardier feature

You're mastery of explosives and their creation grants you the following benefits

  • You now add your intelligence modifier to the damage rolls of your Bombardier's arsenal explosives, explosives crafted by the bombardier that are not from his arsenal, and your artificer spells that deal damage in an area.
  • The Damage dice of your Bombardier's arsenal are quadrupled (ex: 2d10 frag grenade -> 8d10 frag grenade, 1d8 fire damage -> 4d8 fire damage Incendiary grenade)
  • The radiuses of your Bombardier's arsenal explosives, as well as any other explosive crafted by you, are doubled (ex: 20ft smoke bomb -> 40ft smoke bomb, Frag grenade now does 8d10 in a 10foot radius and 4d6 in a 30foot radius.)

Self-Destruct Sequence

15th-level Bombardier feature

Throughout your studies you've finally realized that you're magnum opus of destruction must be none other than your own grand finale. 

As an action once per long rest. You blow yourself up as a last ditch effort. Dealing triple your max health value damage to everyone and everything (triple the doubled value on structures, objects, and constructs) within a 100ft radius), you also deal this damage to yourself and fall unconscious. Your allies are not effected by this blast (somehow?). Any and all flammable objects, worn or otherwise, including hair and clothing, burst into flame. 

Additionally a massive mushroom cloud emits from your corpse blocking out the sky and casting the surrounding area in a 5mile radius in darkness.  

Lastly, in the radius of your explosion a cloud of radioactive fallout covers the area, dealing 4d8 acid and 2d8 necrotic damage to all creatures in the radius (except the Bombardier). This radioactive fallout will last for a year (or 4.5 billion years whichever your DM decides). This cloud goes around corners and ignores barriers that are not lead. 

This ability is not effected by Explosive Savant.

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