Base Class: Artificer
Where other artificers craft delicate enchantments or enduring constructs, demolitionists engineer controlled destruction: volatile compounds, arcane charges, and precisely calibrated detonations designed to reshape the battlefield. To a demolitionist, an explosion is not chaos—it is a tool, as exacting as any blade or spell.
Whether employed as military engineers, daring saboteurs, or independent tacticians, demolitionists excel at turning terrain into a weapon. A well-placed charge can halt an advancing force, collapse a fortified position, or create a moment of perfect opportunity. Their genius lies not in the size of the blast, but in when and where it occurs.
Level 3: Explosive Ordinance + Imbued Charges
Explosive Ordinance (Core Resource)
After a long rest, you create a number of Explosive Charges equal to:
Proficiency Bonus + Intelligence modifier
You regain all expended charges when you finish a long rest. Type of Ordinance must be chosen at the time of creation.
You can deploy a charge as:
- Thrown (action or bonus action at 5th level)
- Planted Trap (action or bonus action at 9th level)
Thrown Charge (Action)
- Range: 60 ft
- Dex save
Effect (choose on throw):
- Concussive: 3d6 thunder + push 10 ft
- Incendiary: 3d6 fire in 10 ft circle last 1 minute
- Flash: Blinded until end of next turn (Con save negates)
Planted Charge (Trap Mode)
You place a charge in a space within 5 ft.
- Lasts: 1 minute
- Invisible to creatures unless they pass Investigation vs your spell DC
Trigger (your choice):
Creature enters the space
Bonus action remote detonation
Arcane Imbuement Charges
You can convert some of your Explosive Ordinance into Imbued Charges.
During a short or long rest, choose a number of charges equal to:
Intelligence Modifier
These become Imbued Charges, each storing a spell you know or an artificer spell on your list that:
- Has a casting time of 1 action or less
- Targets one creature or an area
- Is of a level you or a party member can cast (or lower)
How it works:
When you create the imbued charge:
- You “cast” the spell into the device without expending the spell slot
- The spell is held inside the charge
When triggered (thrown or trap):
- The stored spell is released from the charge as part of the same trigger
- The spell originates from the charge’s location
Level 5: Specialty Path + Tactical Scaling
At 5th level, you choose a Demolition Specialty. This defines your playstyle.
You also gain:
- Explosive damage increases to 4d6
- You can throw a charge as a bonus action (once per turn)
Launcher Integration
Using a wand, rod, firearm, or crossbow:
- Range increases to 120 ft
- Charges gain +1d6 damage if enemy is 30 ft away
Demolition Specialties (Pick One)
Siege Expert
You turn explosives into raw destructive force.
Features:
- Your explosive damage ignores resistance to fire and thunder damage
- Structures take double damage from your charges
- When you hit 3+ creatures in one explosion, add +2d6 damage
Identity: battlefield breaker, anti-fortification specialist
Saboteur
You focus on stealth, traps, and delayed chaos.
Features:
- Creatures have disadvantage on Investigation checks to detect your traps
- You can set a trap as a bonus action
- When a trap triggers, you may move 10 ft without provoking opportunity attacks
Identity: ambush architect, guerrilla controller
Battlefield Controller
You prioritize control over damage.
Features:
- Creatures that fail saves against your charges have their speed reduced by 10 ft until end of next turn
- You can choose to reduce damage by 2d6 to instead impose disadvantage on targets next d20 roll
- Your traps last 10 minutes instead of 1
Identity: zoning, tempo control, tactical denial
Level 9: Trap Mastery
You gain:
- You can maintain a number of active planted traps equal to your Intelligence modifier
- Placing a charge becomes a bonus action
- Regain Intelligence modifier charges on a short rest
- Ordinance damage is increased by 1d6
Tactical Minefield
Now it gets interesting.
New Payloads:
Cryo Charge
- Cold damage
- Speed reduced to 0 until end of next turn(Dex Save)
Adhesive Charge
- Restrained until end of next turn(Str save)
Disruption Charge
- Deals force damage
- Target has disadvantage on next attack roll
Overload Charge (1/Long Rest)
A massive controlled detonation:
- Large radius (20 ft)
- 12d6 damage (Dex save half)
- Choose damage type: fire, thunder, or force
Additional effect (choose one):
- Knock prone
- Create difficult terrain zone
Level 15: Battlefield Architect
Chain Detonation
When a charge detonates, you can use your reaction to trigger another charge’s placed within 30 ft of a triggered charge. Total extra triggered charges cannot exceed your proficiency bonus.
-Ordinance base damage is increased by 1d6. Total is now 6d6