Base Class: Artificer
Not all artificers seek stability. Some seek spectacle. You are a disciple of Rusty, the legendary warforged god of glorious explosions. Whether launching bombs from slings, planting traps with surgical precision, or unleashing chain detonations in a battlefield ballet, you live for the blast.
Level 3: Tool Proficiency
When you adopt this specialization at 3rd level, you gain proficiency with alchemist's supplies and tinker's tools if you don't already have them.
Level 3: Rusty’s Blast Charges
At 3rd level, you learn to create Blast Charges, small magical explosives that remain stable until detonated. These are real, crafted items that do not vanish over time.
Crafting Charges
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You can craft Blast Charges during a long rest or downtime using tinker's tools or alchemist's supplies.
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Each charge costs 10 gp in raw materials and takes 10 minutes to craft.
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You may carry up to your Intelligence modifier + proficiency bonus worth of active charges on your person.
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Charges are physical objects and may be stored, traded, or stolen.
Blast Charge (Common Uses) Each Blast Charge is a Tiny object (AC 12, 2 HP, immune to poison and psychic damage). It can be used in the following ways:
Throw It (Grenade-style)
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As an action, throw a charge up to 30 ft (range 30/60).
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Explodes in a 5-foot radius.
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Creatures in range make a Dexterity saving throw (DC = 8 + your Int modifier + proficiency bonus).
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On a failed save: 2d6 fire damage. On success: half damage.
Plant It (Trap-style)
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As an action, plant the charge on a surface, object, or creature.
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You can manually detonate it later as a bonus action, or set a trigger (e.g., proximity, timer, pressure).
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Same damage and area as thrown.
Weapon Boost (Ammo Augment)
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As a bonus action, load a Blast Charge into a ranged weapon (e.g., sling, crossbow).
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On hit: normal weapon damage + 2d4 fire damage. Target must save or be ignited (1d4 fire at the start of their turn for 1 minute or until extinguished).
Sticky Charge
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If a creature is grappled, restrained, prone, or willing, you can attach a Blast Charge as an action.
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It explodes at the start of your next turn or on your bonus action.
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That creature makes the Dexterity save with disadvantage.
Scaling
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The fire damage increases to 3d6 at 11th level and 4d6 at 17th level.
Chain Reaction
At 5th level, when you deal fire or force damage with a spell or Blast Charge, you can cause one affected creature to erupt with unstable energy.
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Choose one creature that took damage.
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One other creature within 10 feet of the first target must make a Dexterity saving throw or take 1d6 fire damage.
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If no other creatures are nearby, the original target takes the damage.
You can use this feature a number of times equal to your Intelligence modifier. You regain all expended uses on a long rest.
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Increases to 2d6 at 11th level and 3d6 at 17th level.
Level 9: Rusty’s Resilience
At 9th level, you gain the following benefits:
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Resistance to fire damage.
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Advantage on saving throws to resist being knocked prone, pushed, or restrained.
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You are immune to the damage of your own Blast Charges unless you choose to be affected.
Level 15: Cataclysm Protocol
At 15th level, you can unleash Rusty’s ultimate expression of chaos. Once per long rest, when you cast a spell that deals fire or force damage, or detonate a Blast Charge, you may activate Cataclysm Protocol:
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Double the radius or area of effect.
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Add 50% extra damage (rounded up).
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Creatures have disadvantage on the saving throw.
Objects and structures in the blast take double damage. The explosion leaves behind scorched ground, glowing runes, or debris—your choice.
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