Artificer
Base Class: Artificer

explosions!

Level 3: Tools of the Trade

Tool Proficiency. 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.

Staff Crafting. When you craft a Magic staff, the amount of time required to craft it is halved.

Level 3: Kaboom-Smith Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Kaboom-Smith Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

3rd

ThaumaturgyThunderwaveTremor

5th

Shatter, Defenestration

9th

Fireball, Pulse Wave

13th

Wall of fire, Death ward

17th

Telekinesis, Destructive Wave

 

 

Level 3: Explosive Expertise

Beginning at 3rd level, whenever you finish a long or short rest, you can create a number of experimental bombs equal to your proficiency bonus. You cannot have more than this amount of bombs at a single time. They are considered mundane items. You can give any number of bombs to another creature, and you decide which kind of bomb it is when the bomb leaves your possession, such as when it is thrown, or given to another creature. The Save DC for your bombs equals your Artificer Spell Save DC

As a bonus action, you or a creature with your bombs may throw and expend a bomb to produce the corresponding effects detailed in the following table. 

Bomb

Activation

Yeet Skeet

You throw the bomb at a point within 60ft. Creatures 10ft of the point must succeed on a Strength save or be pushed up to 10ft away. Successful save or not, creatures, objects, and structures take 1d6 force damage from this bomb. Objects not worn or carried within 10ft of the point are also flung up to 10ft away.

Flare Blare

You throw the bomb at a point within 60ft. Creatures within 10ft of the point must make a Constitution save or be Blinded and Deafened until the end of your next turn

Boom Bloom

You throw the bomb at a point within 60ft. Creatures within 5ft of the point must succeed on a Dexterity save or take 2d8 fire damage

Glue Blues

You throw the bomb at a point within 60ft. Creatures within 10ft of the point must make a Dexterity saving throw or be restrained for one minute. Creatures who failed may use their action to make a Strength saving throw, escaping on a success.

Fuzz Buzz

You throw the bomb at a point within 60ft. Creatures within 5ft of the point takes 1d6 lighting damage and must succeed on a Constitution save or be unable to take reactions until the end of your next turn

Cuddle Trouble

You throw the bomb at a point within 60ft. Creatures 10ft of the point must succeed on a Strength save or be pulled up to 10ft to the point. Successful save or not, creatures, objects, and structures take 1d6 force damage from this bomb. Objects not worn or carried within 10ft of the point are also pulled up to 10ft to the point.

Level 5: Primed to Party

At 5th level your nerves are wired, your pack is primed, and you’ve learned how to bomb first, bomb fast, and bomb fashionably.

As a bonus action, you can instantly create a number of bombs up to your proficiency bonus. You may immediately throw and expend one bomb as part of the same bonus action. You must have alchemist’s supplies on your person to use this feature. You cannot use this feature again until you finish a long rest, unless you expend a spell slot of 1st level or higher to restore your use of this.

Level 9: Dean of Detonation

Starting at 9th level, you earn your honorary degree in volatile arts, and your explosions become louder, larger, and a whole lot less reasonable

  • Damage dealt by your bombs deal an additional dice of damage. 
  • When casting a spell, or using a bomb that deals fire, thunder, or force damage, you can replace its damage type with fire, thunder, or force.
  • The area of effect of all your bombs doubles.

Level 15: Explosions are Art, Art is Life

By 15th level, you've been blasted, scorched, and launched so many times that your body treats explosions like polite suggestions. 

  • When you finish a long rest, pick from fire, thunder or force. you gain resistance to that damage type. You can change your choice when you use your Primed to Party feature
  • When an effect would move you against your will, you can choose not to be moved. 
  • When you would throw an experimental bomb, you can throw two instead. You can decide if the effects of the first bomb resolve before throwing the second bomb. 

Previous Versions

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4/23/2025 7:44:21 AM
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12/24/2025 1:19:05 PM
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