Artificer
Base Class: Artificer

The S.H.R.A.P.N.A.L. is an explosion tech that desires more than a simple explosion. They push their bombs to the very limit. These artisans craft each explosive with love, sometimes adjusting until detonation, catching themselves in the blast. The S.H.R.A.P.N.A.L. intends their final chapter to be no less than a fiery ballet of beauty.

Caving, Scraping, and Theurgy

3rd-level The S.H.R.A.P.N.A.L. feature

With the law on your tail and no plug in sight, getting your hands dirty may be a necessary evil.

Synthesizing gunpowder requires mining and salvaging charcoal, sulfur, and potassium nitrate deep under the soil. During a long rest, you may gain a point of exhaustion and choose how many pounds of gun powder you'd like to synthesize up to your intelligence modifier. Make a constitution saving throw DC equal to 13 plus the number of pounds of gunpowder you wish to synthesize. On a success, you synthesise the gun powder. On a failure, you synthesize the gunpowder and lose one point of constitution. Two pounds of gun powder can be stuffed into a horn, while twenty pounds of gun powder could be stuffed into a keg.

Generating prevalent parafenelia requires scrapping common items. During a long rest, you may gain a point of exhaustion and choose an item to scrap. An item can yield no more pounds of prevalent parafenelia than its value in gold pieces, nor its weight in pounds. Make an intelligence saving throw DC equal to 5 plus the yield of prevalent parafenelia. On a success, you yield the full prevalent parafenelia. On a failure, you yield half the prevalent parafenelia up to your intelligence modifier.

Enchanting artificer's accoutrement requires the art of theurgy. As an action, you may enchant a pound of prevalent parafenelia using a first-level artificer spell slot. A spell slot of higher level generates an equivalent number of pounds of artificer's accutremont, such as a 3rd-level spell slot generating 3 artificer's accutremont. Artificer's accutremont and items it's crafted with become unenchanted during a long rest but may be reenchanted as an action by spending the appropriate spell slots. Multiple spell slots can be spent when reenchanting.

Improvised Explosive Devices

3rd-level The S.H.R.A.P.N.A.L. feature

Cobbling together scrapped items infused with magic and stuffed with gun powder, you create everything from mundane explosives to rockets that leave a stunning display, up to a nuclear device that rips through creatures at a molecular level.

3rd-level IEDs

Pipe Bomb (1 horn of gun powder, 1 prevalent paraphernalia)

As an action, you can light a pipe bomb and throw it at a point up to 60 feet away. Each creature within 5 feet of that point must make a dexterity saving throw contesting your spell save DC, taking 3d6 force damage on a failed save, or half as much damage on a successful one. The pipe bomb is destroyed.

A character can bind pipe bombs together so they explode at the same time. Each additional bomb increases the damage by 1d6 (to a maximum of 10d6) and the burst radius by 5 feet (to a maximum of 20 feet).

Critical Mass: You may move up to your movement speed and detonate a second pipe bomb in your hand.

Roman Candle (1 horn of gun powder, 1 prevalent paraphernalia, 2 artificer’s accoutrement)

Choose acid, cold, fire, lightning, or poison. As an action, you can light a roman candle. Each creature within a 20-foot line must make a dexterity saving throw contesting your spell save DC, taking 2d6 of the chosen damage on a failed save, or half as much damage on a successful one. The roman candle is destroyed.

Critical Mass: As a bonus action on each of your subsequent turns, you may stoke this device to cause the roman candle to deal an additional 2d6 of the chosen type. If both damage dice show the same number or you stop stoking the device, the roman candle is destroyed.

Shrapnel Grenade [3] (1 horn of gun powder, 3 prevalent paraphernalia) 

As an action, you can light a shrapnel grenade and throw it at a point up to 60 feet away. Each creature within 5 feet of that point must make a dexterity saving throw contesting your spell save DC, taking 2d6 piercing damage on a failed save, or half as much damage on a successful one. The shrapnel grenade is destroyed.

Critical Mass: As a bonus action, you may light another IED and throw it.

5th-level IEDs

Cluster Bomb (1 shrapnel grenade, 1 artificer’s accoutrement)

As an action, you can light a cluster bomb and throw it at a point up to 60 feet away. Each creature within 5 feet of that point must make a dexterity saving throw contesting your spell save DC, taking 2d6 force damage on a failed save, or half as much damage on a successful one. The cluster bomb is destroyed.

A character can nest cluster bombs within one another so they explode over time. Each additional bomb increases the damage by 1d6 (to a maximum of 7d6) and the burst radius by 5 feet (to a maximum of 20 feet). On subsequent turns, the cluster bomb explodes again, dealing 1d6 less damage. 

Critical Mass: You may detonate any bombs nested within the cluster bomb.

Firework (1 horn of gunpowder, 1 prevalent paraphernalia) Critical Mass

As an action, you can light a firework and launch it as crossbow ammunition. When the firework hit's a target each creature within 10 feet of that point must make a dexterity saving throw contesting your spell save DC, taking 2d6 force damage and are deafened for 3 rounds on a failed save, or half as much damage on a successful one and gain no conditions. The firework is destroyed.

A character can stuff fireworks with more gunpowder for a grander explosion. Each additional horn of gunpowder increases the damage by 2d6 (to a maximum of 6d6) and the burst radius by 5 feet (to a maximum of 20 feet).

A character can adorn fireworks with artificer's accouterment for a more colorful display and a more tumultuous boom. For 4 artificer's accouterment creatures who fail the save are also knocked prone. For 4 more artificer's accouterment creaturs who fail the save are also blinded for 3 rounds. For 4 more artificer's accouterment creatures who fail the save are also stunned for 3 rounds. For 4 more artificer's accouterment creatures who fail the save are also paralyzed for 1 round.

Smoke Bomb (1 prevalent paraphernalia, 1 artificer’s accoutrement)

As an action, you can light a smoke bomb and throw it at a point up to 60 feet away. A 20-foot-radius sphere of smoke originates from the smoke bomb. The sphere spreads around corners, and its area is heavily obscured. It lasts for 3 rounds or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. The smoke bomb is destroyed.

Critical Mass: Each creature within the smoke must make a constitution saving throw, contesting your spell save DC. On a failure, each creature falls unconscious until the creature takes damage, another creature uses an action to shake or slap the creature awake, or the creature completes a long rest.

9th-level IEDs

Scatter Bomb (1 horn of gun powder, 1 prevalent paraphernalia, 3 artificer’s accoutrement)

As an action, you can light a scatter bomb and throw it at a point up to 60 feet away. Each creature within 5 feet of that point must make a dexterity saving throw contesting your spell save DC, taking 1d6 force damage on a failed save, or half as much damage on a successful one. When you roll a 6 on the damage die the bomb starts a chain reaction, roll an additional damage die. This damage die can continue the reaction. When the reaction ends, the scatter bomb is destroyed.

A character can pile scatter bombs next to one another so they explode at the same time. Each additional bomb increases the damage by 1d6 (to a maximum of 10d6) and the burst radius by 5 feet (to a maximum of 50 feet).

Critical mass: When you roll a 4, 5, or 6 on the damage die the bomb starts a chain reaction, roll an additional damage die. This damage die can continue the reaction. When the reaction ends, the scatter bomb is destroyed. 

Sticky Bomb (1 horn of gun powder, 7 artificer’s accoutrement)Critical Mass

As an action, you can light a sticky bomb and throw it at a target up to 60 feet away. When the target is subjected to an effect that allows you to make a dexterity saving throw they instead fail that saving throw. The sticky bomb is destroyed.

13th-level IEDs

Bio Bomb (a creature's corpse, 5 prevalent paraphernalia per size, 1 artificer’s accoutrement per cr) Critical Mass

Choose an action from the creature's monster sheet. As an action, you can light a bio bomb and throw it at a point up to 60 feet away. The bio bomb takes the chosen action. The bio bomb is destroyed.

Rift Bomb (2 bags of holding, 10 artificer’s accoutrement)

As an action, you can activate a rift bomb and throw it up to 60 feet away. Each creature within 50 feet of that point must make a strength saving throw contesting your spell save DC. On a failure, each creature is pulled towards the rift bomb, taking 1d6 blugoing for each 5ft square tile each creature normally occupies. The rift bomb is destroyed.

Critical Mass: You open a gate to the Astral Plane. The gate originates from the rift bomb. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened. 

17th-level IEDs

The Supersonic Hyper Reactive Annihilation Powered Nuclear Artillery Lunitic (The heart and ardor of the S.H.R.A.P.N.A.L.)

Critical Mass: As an action, the S.H.R.A.P.N.A.L. may begin their activation process by carving their torso open with a DC 10 wisdom saving throw. Once the organs of the S.H.R.A.P.N.A.L. are exposed, they gain one point of exhaustion each round. As an action, the S.H.R.A.P.N.A.L. then pulls out their ardor with a DC 15 strength saving throw. As an action, the S.H.R.A.P.N.A.L. then removes their heart from their chest cavity and begins manually pumping it with a DC 20 dexterity saving throw. As an action, the S.H.R.A.P.N.A.L. then splays their ardor in twain, surgically attaching their heart and inverted ardor and stitching it tight into a fission bomb with a DC 25 intelligence saving throw. Finally, as an action, with a DC 30 constitution saving throw the S.H.R.A.P.N.A.L. staves critical mass by holding this device together tightly with all its might, will, magic, hopes, dreams, pain, suffering, and passion. When the S.H.R.A.P.N.A.L. gains their sixth point of exaution, the S.H.R.A.P.N.A.L. detonates. 

First, each creature within a 300-foot radius, increasing 80 feet for each successful saving throw of the S.H.R.A.P.N.A.L., is consumed by the fireball, taking 5d6 force damage, increasing 2d6 force damage for each successful saving throw of the S.H.R.A.P.N.A.L. This damage ignores immunity and resistance. When you roll a 2, 3, 4, 5, or 6 on the damage die, the S.H.R.A.P.N.A.L. starts a chain reaction. Roll an additional damage die. This damage die can continue the reaction. A creature reduced to 0 hit points from damage dealt by the S.H.R.A.P.N.A.L. is atomized, leaving behind no more than a nuclear shadow. 

Next, each creature within a 1500-foot radius, increasing 600 feet for each successful saving throw of the S.H.R.A.P.N.A.L., suffers from thermal radiation burns; these creatures gain vulnerability to all damage types. The creature's normal resistances can be restored by casting the regeneration spell.

Then, each creature within a 2500-foot radius, increasing 500 feet for each successful saving throw of the S.H.R.A.P.N.A.L., suffers from acute radiation sickness, reducing their maximum hit point by half, with a minimum of 50, and is set to 5 points of exhaustion until they are cured of acute radiation sickness. Every long rest, a creature with acute radiation sickness must make a DC 20 constitution saving throw; on a failure, the creature reduces its maximum hit points by half. On a success, the creature reduces its maximum hit points by half and is cured of acute radiation sickness. Once cured of acute radiation sickness, the creature's maximum hitpoints can be restored by casting greater restoration.

Finally, each creature within a 4000-foot radius, increasing 700 feet for each successful saving throw of the S.H.R.A.P.N.A.L., experiences heavy earth tremors and flying debris; these creatures take (1d10 - 1)d6 bludgeoning (1d10 - 1)d6 piercing, and (1d10 - 1)d6 slashing damage. Additionally, any object with a health or a damage threshold of 50 is destroyed.

The S.H.R.A.P.N.A.L. is atomized and can not be revived by any means.

Bomb Ballet

5th-level The S.H.R.A.N.A.L. feature

Despite your reckless nature, your heart grows heavy at the thought of punching a new hole in an ally. When your explosives affect a creature you can see, that allows that creature to make a dexterity saving throw to take only half damage, you may instead have them take no damage if they succeed on the saving throw, and only half damage if they fail. If that creature has evasion, they take no damage if they fail.

Critical Mass

9th-level The S.H.R.A.P.N.A.L. feature

Despite your explosives detonating flawlessly, you crave more from every last ounce of gunpowder. When you light an explosive, you may choose to continue to tinker with it. When the bomb detonates, it gains its additional critical mass effect. The explosion radius of the IED originates from you. You are affected by the bomb as if you failed the saving throw.

Deface Magic Items

15th-level The S.H.R.A.P.N.A.L. feature

You've learned to manipulate the craft, writings, and art of other mages to aid in your destructive tendency. When making artificer's accoutrement, you may instead destroy a magic item. You may make a pound of artificer accoutrement for an uncommon item, 5 pounds of artificer accoutrement for a rare item, 25 pounds of artificer accoutrement for a very rare Item, and 125 pounds of artificer accoutrement for a legendary item.

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