Artificer
Base Class: Artificer

A Demolitionist specializes in explosives. As thrown projectiles and setting proximity or timed explosions.  Their expertise in building and disarming explosives can be the thing that stands between life and death for their adventuring party. Quite literally they have the capacity to kill both friend and foe with their creations.

Tool Proficiency

3rd-level Demolistionist feature

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.

Demolitionist Spells

3rd-level Demolitionist feature

You always have certain spells prepared after you reach particular levels in this class, as shown in the Demolitionist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Demolitionist Spells

Artificer Level Spell

3rd

burning hands, Shield

5th

FireBall, shatter

9th

hypnotic pattern, Flaming Sphere

13th

Fire Shield, wall of fire

17th

Destructive Wave, Flame Strike

Bomb Making 101

3rd-level Demolitionist feature

Whenever you finish a long rest, you can magically produce an explosive. Roll on the Bomb Table for explosive effect. Which is triggered when the bomb is primed and ignited. As an action you can throw this explosive using your spell modifier. 

You can create additional explosives by expending a spell slot of 1st lvl or higher for each one. When you do so, you use your action to create an explosive with materials on hand and your magical power. When you do use your action to create a Bomb you choose the Bomb from the Bomb Table.

Creating explosives requires you to have alchemist’s supplies on your person, and any bomb you create with this feature lasts until exploded, stored in a bag of holding, or until the end of your next long rest.

When you reach certain levels in this class, you can make more bombs at the end of a long rest: two at 6th level and three at 15th level. Roll for each bomb effect separately.

Experimental Elixir

d6 Effect

1

Crude Explosive - Used by the uneducated masses that enjoy things that explode - 2d6 fire dmg, On successful hit DC 12 +Prof modifier for half. 

2

Alchemist Fire Cocktail - A Flask of volatile liquid that acts like napalm, dealing 2d4 fire on successful hit, no save and 1d4 at the start of the creature hit uses its action to extinguish it.  

3

Smoke Bomb - Creates a Smoke Cloud in a 20 foot Radius area.

4

Flash Bang - Creates a blinding white light in a 10 foot radius. DC 12 +Prof modifier, Con Save causes blinded condition. If it fails the target is blinded until the end of your next turn. 

5

Goblin Dynamite - Highly Unstable explosive 3d6 Dmg roll at D20 on using. DC 12 + Prof modifier save for half dmg, 5 foot radius Roll a 5 or lower the Dynamite blows up in your hand. 

6

Hobgoblin Dynamite - Higher Yield explosive, less unstable 3d12 Dmg. Roll D20 - 2 or lower the dynamite explodes in your hand.

Sappers Table

5th-level Demolitionist feature

Congratulations! You've developed a masterful command of Bomb Making won't your mother be proud. Whenever you create a Bomb from the Sappers table you are able to imbue the explosion with magical properties. Any bomb created from the sappers table now holds the "Magical Weapon" property in terms of overcoming resistance. 

The Sappers Table is used to build, upgrade, and repair explosive devices, traps, and alchemical items. 

Upgrading: The table increases in level as your character increases in level. 

5th-Level Demolitionist-The sappers table allows you to add explosives to traps, deconstruct bombs for parts, or modify bombs. Bomb stability will not decay while the bomb is being worked on at the table, and bombs and traps cannot prematurely detonate while on the table. 

 

 

Imbue Bombs

9th-Level Demolitionist-- The Sappers table allows you to imbue spells into the existing bombs. 

Bombs must be created at the Sappers table. Bomb creation is the same as previously stated. 

Spell slot expended in the imbuing into the explosive devices. 

Must Name Creation after creation or Bomb will not function

Imbue spell DC to allow for creation

 

1st lvl spell - DC 12 

2nd lvl spell - DC 14

3rd lvl spell - DC 16

4th lvl spell- DC 18

5th lvl spell - DC 20

Holy shit you're going to blow up the world!

15th-level Demolitionist feature

You have been blowing shit up for so long that nothing stops you:

  • You gain resistance to acid damage and poison damage, and you are immune to Fire Damnage.
  • You can imbue spells into Bombs without expending a spell slot.
  • You bypass the target's resistance to the damage type. If the target has immunity to the damage type they instead have resistance.
Demolitionist Image