Base Class: Artificer
You tinker with volatile matter and arcane primers to build explosive devices — grenades, booby-traps, and wondrously destructive toys. Kaboomists treat battlefield control and utility as an art: crafting different fuses and effects to shape encounters.
Level 3: Tool proficiency
Tool proficiencies
When you adopt this specialization at 3rd level, you gain proficiency with Tinker’s Tools and alchemist’s supplies. If you already have one of these, you gain proficiency with one other artisan’s tool of your choice.
Bomb Crafter
Starting at 3rd level, you can craft fragile arcane grenades (“bombs”). At the end of a long rest you make a number of grenades equal to your proficiency bonus. You can craft additional grenades equal to your proficiency bonus during a short rest (these are separate charges — see below). You may expend bombs during the day; any unused bombs vanish at the next long rest.
Bomb slot and usage
- Each normal bomb uses 1 grenade slot.
- You may instead create a Large bomb that consumes 2 grenade slots when made or used.
- You can hold and carry any number of inert bombs, but you have only the number of active grenade charges described above.
Bomb statistics (normal)
- Damage: Force damage equal to (1d12) × your proficiency bonus.
- Radius: 10 feet × your proficiency bonus (this is a sphere centered where the bomb detonates).
- Save and push: Creatures in the radius make a Strength saving throw (your spell save DC). On a failed save they are pushed back 10 feet × your proficiency bonus and are knocked prone. On a success, they take half damage and are not pushed or knocked prone.
- Range: Thrown, 120 feet.
- Attack: You make a ranged attack to throw a bomb (use Dexterity for attack rolls if you prefer; otherwise treat it as an improvised thrown weapon — your DM may rule). The bomb detonates on impact or on its fuse trigger.
Large bomb
- Uses 2 grenade slots.
- Damage: Twice a normal bomb’s damage.
- Radius: Twice a normal bomb’s radius.
- Push: Twice the normal push distance.
- Range: Thrown, 60 feet.
Bomb save DC and damage scaling
- Use your Artificer spell save DC (8 + your proficiency bonus + your Intelligence modifier) for the bombs’ Saves.
- Where a feature refers to “your proficiency bonus,” use the current proficiency bonus for calculations.
Altered Grenades
- Altered Grenades (3rd level)
When you create a bomb, you may give it one Alter effect (chosen during creation). You may change an unthrown bomb’s Alter effect as an action while holding it if you have its ingredients, or as a bonus action after 9th level (see below). The following Alter effects apply unless otherwise noted — each effect uses the same save and radius as the bomb unless modified below.
- Concussive: Constitution save or the creature is knocked prone (no push).
- Stun: Constitution save or the creature is stunned for 1 round (save repeats at end of each of its turns).
- Flash: Constitution save or the creature is blinded until it succeeds on a Constitution save; creatures that succeed are unaffected.
- Sticky: Targets failing the Strength save cannot move (speed 0) until they succeed on the Strength save at the end of each of their turns.
- Fire: Adds fire damage equal to 1d6 × your proficiency bonus (to the bomb’s force damage) and can ignite flammable objects or light combustible surfaces (DM decides).
- Potent: Targets make attack rolls and saving throws with disadvantage while inside the radius (comes into effect on their next roll).
- Directional: The blast becomes a 60-foot cone in the direction you choose; damage and push are doubled and radius rules are replaced by cone length (counts as a Large directional effect — uses 2 slots if you choose a Large directional bomb).
- Loud: Damage type becomes thunder damage.
- Shrapnel: Damage type becomes piercing.
- Smoke: Instead of force damage, the bomb produces a dense smoke cloud filling the normal radius (creates heavily obscured area; smoke lasts 1 minute unless wind disperses it). Creatures in the cloud may take no blast damage unless otherwise noted.
- Poison Bomb (1 slot, basic Alter-type bomb)
- Damage: Force damage (as Normal Bomb).
- Secondary: Creatures failing a Constitution save vs Bomb Save DC take poison damage equal to 1d6 × PB and are poisoned for 1 minute. They can repeat the Con save at the end of each of their turns, ending the poisoned condition on a success on a failure the creature takes the poison damage again.Radius & push: same as Normal Bomb.
- Acid Bomb (1 slot, basic Alter-type bomb)Damage: Force damage (as Normal Bomb) + acid effect.
- Secondary: Creatures in the radius take acid damage equal to 1d6 × PB (half on successful Con save). Nonmagical metal objects exposed take ongoing corrosion: each minute exposed they suffer a cumulative -1 AC/–1 attack penalty times your proficiency bonus or DM-determined destruction progression (adjudicate). Radius & push: same as Normal Bomb.
- Wide Load: Doubles triples radius of the grenade.
Fuse Mastery and Remote Triggers
Fuse Mastery and Remote Triggers (9th level)
At 9th level you gain mastery over fuses and timing.
You may specify more complex trigger conditions when creating remote-fuse bombs (such as “detonate when any enemy fails a saving throw within the radius” or “detonate when this bomb is hit by fire damage”); triggers must be clear, physical, and limited to sensible sensory or mechanical events (DM discretion).
Quick Alter improves: you can now change an unthrown bomb’s Alter effect as a bonus action (no extra cost) a number of times equal to your Intelligence modifier (minimum once), regaining uses on a long rest.
You may also wire two bombs together (spend one short action) so that when one detonates it triggers the other (both must be within 300 feet and line of sight is not required but some linkage component is needed).
Improved Bomb Effects
- Improved Bomb Effects (15th level)
At 15th level your craft supports exotic and powerful effects. When you create a bomb you may choose one advanced effect below (in lieu of a basic Alter), and you may combine two advanced effects into a single bomb if you spend two grenade slots (count as a Large bomb for range/slot if it fits). You can also combine one advanced effect with one basic Alter if you spend appropriate slots and accept any slot cost increases indicated.
- Advanced effects (examples and mechanics)
(When the text below requires a saving throw, use the bomb’s save; on a failure the listed effect happens, on a success a reduced or partial effect applies at DM discretion.)
- Bouncing Betty: On detonation, creates up to three secondary explosions within the original radius at points you choose (each secondary explosion deals half the original bomb’s force damage and half the push; each secondary can repeat no more than once).
- Napalm: Creates a persistent area of burning fuel in the radius that deals fire damage equal to 1d6 per round × your proficiency bonus for up to 1 minute (Con save halves each round’s damage; environment may be ignited).
- Darkness: Produces a sphere of magical darkness (as the darkness spell) with the bomb’s radius for up to 1 minute.
- Healing Bomb: Creatures in radius gain healing equal to (1d8 × your proficiency bonus); undead or constructs take no healing and instead take radiant damage equal to half that amount.
- Ice Bomb: Creatures hit are slowed (speed halved) and take cold damage equal to 1d8 × your proficiency bonus; icy terrain is created (slippery) for 1 minute.
- Petrifying Bomb: Affected creatures must save or begin to petrify; on a failed save they are restrained and on their next failed save they become petrified (DM adjudicates; may require multiple saves and limits).
- Teleporting Bomb: On fail, a creature is teleported up to 30 feet to a location you can see within the bomb’s radius (you choose) and is disoriented until end of its next turn.
- Shield Encasing: Creatures that fail gain a translucent shield; allies who enter the radius gain a temporary HP equal to your Intelligence modifier × proficiency bonus for 1 minute.
- Disintegrating Bomb: A creature reduced to 0 HP by this bomb is disintegrated (object permanence and DM discretion apply).
- Implosion: Instead of pushing out, the bomb draws objects and creatures toward its center up to the stated push distance (creatures failing a Strength save are pulled and restrained for 1 round).
- Polymorph Bomb: Fail transforms creature into a random beast of CR 2 or lower for up to 1 minute (save ends).
- Gravity Bomb: Reverses gravity in the radius briefly — creatures must save or be thrown upward; falling damage and other effects handled by DM.
- Lightning Bomb: Adds lightning damage equal to 1d6 × your proficiency bonus and may arc to nearby metallic creatures.
- Magic-Disrupting Grenade: Creatures and magical effects within the radius cannot cast spells or maintain concentration for 1 round (Con save negates).
- Time-Stopper (rare/legendary): Freezes nonmagical motion in the radius, rendering creatures and objects effectively immobile for 1 round (save negates; DM discretion recommended).
- Minimizing Bomb: Creatures fail and shrink to 1/4 size for 1 minute (movement and size-based effects change accordingly).
- Mind Grenade: Additional psychic damage of 1d6 times your proficiency bonus is dealt on a fail and creature has disadvantage on wisdom and int rolls until they pass the save at the end of their turn.
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