Base Class: Artificer
These eccentric artificers study an invisible but potent power that lives within certain rocks. They have earned a reputation both for their intelligence and their apparent lack of ethics. The ability of these mad researchers to kill their enemies silently and invisibly as well as in spectacular explosions has earned them the moniker “Death, Destroyer of worlds.” Not even they fully know where their path will ultimately lead them, but one things for sure, the consequences will be devastating.
Tool Proficiency
When you adopt this specialization at 3rd level, you gain proficiency with alchemist’s supplies and tinker’s tools if you do not already have them.
Geiger Counter
At 3rd level, you learn to construct a crude yet reliable radiation detector. While holding this handheld device, you can detect radioactive materials such as uranium ore within 30 feet of you. The counter emits audible clicks that quicken as you draw nearer to a source. The Geiger counter weighs 1 pound, while uranium ore typically weighs 5 pounds.
Whenever you finish a long rest, you can construct a new Geiger counter for free.
High Explosives
By 5th level, your mastery of shockwave-triggered explosives allows you to fashion devastating devices. Over the course of a long rest, you can use your tinker’s tools to craft one explosive. You may maintain a number of such explosives equal to your Intelligence modifier (minimum of one). Each explosive weighs 5 pounds.
A high explosive detonates if it takes more than 5 damage from force, bludgeoning, or thunder damage in a single instance. When it explodes, each creature within a 20-foot-radius sphere centered on it must make a Dexterity saving throw against your spell save DC. On a failed save, the creature takes 5d12 thunder damage, or half as much damage on a success.
Uranium Hexafluoride
At 9th level, you discover the method of producing uranium hexafluoride. By combining a fluorite crystal with a piece of uranium ore during a long rest, you can create a single vial of this substance. A vial weighs 5 pounds and contains enough material to create a toxic cloud in a 5-foot radius.
When a creature inhales this cloud, it must make a Constitution saving throw against your spell save DC. On a failed save, the creature takes 2d6 poison damage and 1d8 necrotic damage at the start of each of its turns for 1 minute. On a success, the creature suffers only half the necrotic damage each turn.
Centrifuge
At 13th level, you master the art of uranium enrichment. Over the course of two long rests, you can construct a centrifuge at the cost of 200 gold pieces. A centrifuge weighs 80 pounds.
After 48 hours of processing, a centrifuge converts one vial of uranium hexafluoride into a bar of enriched uranium weighing 1 pound.
While near enriched uranium, creatures are in danger from radiation. For every hour a creature spends within 5 feet of enriched uranium without protective gear, it takes 1d4 necrotic damage per bar present. If enriched uranium is immersed in water, it heats the water to a boiling temperature liquid and has its effects negated.
Dirty Bomb
At 15th level, you learn how to combine enriched uranium with your explosives to create dirty bombs. During a long rest, you may use your tinker’s tools to combine one bar of enriched uranium with one high explosive, creating a single dirty bomb. You may maintain a number of these bombs equal to your Intelligence modifier (minimum of one). Each dirty bomb weighs 8 pounds.
When detonated, a dirty bomb explodes as a normal high explosive. In addition, each creature within 20 feet of the detonation site suffers lingering fallout. At the start of each of its turns for 1 minute, a creature in the radius takes 1d20 necrotic damage, or half as much on a successful Constitution saving throw. For the next 24 hours, any creature that begins its turn within 20 feet of the detonation site takes 1d4 necrotic damage.
Nuclear Weapon
At 20th level, you reach the apex of your apocalyptic craft, capable of constructing a true nuclear bomb. Crafting such a weapon requires 20 bars of enriched uranium, 5,000 gold pieces, and 20 high explosives. Preparing the device can be completed during a long rest, and the bomb weighs 360 pounds.
You can remotely detonate the bomb as an action, destroying the device in the process. The explosion has the following effects:
-
Outer Radius (5,000 feet): Each creature within this area must make a Dexterity saving throw, taking 3d20 force damage plus 3d20 radiant damage on a failed save, or half as much on a success.
-
Inner Radius (2,500 feet): Each creature within this range makes a second saving throw, taking 5d20 force damage plus 5d20 radiant damage on a failed save, or half as much on a success.
-
Ground Zero (500 feet): Each creature in this area takes 10d20 fire damage.
The land is poisoned with fallout for 7 days after detonation. At the start of each creature’s turn within 5,000 feet of the blast site, it takes necrotic damage equal to (7 – the number of days since detonation) d6 and gains one level of exhaustion.
Comments