Base Class: Artificer
Some artificers create wonders. Demolitionists create craters.
A Demolitionist combines alchemy, engineering, and magic to manufacture specialized explosives for nearly any situation. Their carefully constructed bombs can tear through groups of enemies, engulf an area in flame, obscure the battlefield with smoke, freeze advancing foes, or send creatures flying with concussive force.
Despite their reputation for destruction, skilled Demolitionists understand that the placement of an explosive is often more important than its size. They study angles, structures, enemy formations, and the battlefield itself, carrying an arsenal designed to provide the right explosion for the right problem.
As their expertise grows, Demolitionists learn to manufacture increasingly powerful ordnance and deploy their creations with remarkable speed and precision.
Level 3: Demolitionist Training
When you adopt this specialization at 3rd level, 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.
You can use alchemist's supplies as a spellcasting focus for your artificer spells.
In addition, your extensive training with volatile compounds prepares you to manufacture and deploy specialized explosives through your Bomb Satchel feature.
Level 3: Bomb Satchel
Starting at 3rd level, you learn to manufacture specialized magical and alchemical explosives. These devices are collectively referred to as bombs.
Bomb Charges. Your Bomb Satchel has a number of charges equal to twice your proficiency bonus + your Intelligence modifier (minimum of 1 charge). You regain all expended charges when you finish a long rest.
Using a Bomb. As an action, you can expend 1 Bomb Charge to throw one of your bombs at a point you can see within 60 feet of you. Unless a bomb states otherwise, it detonates immediately upon reaching that point and affects creatures within 10 feet of it.
Bomb Save DC. When one of your bombs requires a creature to make a saving throw, the DC equals:
8 + your proficiency bonus + your Intelligence modifier
Bomb Recipes. You learn five bomb recipes: Fragmentation Bomb, Incendiary Bomb, Concussion Bomb, Cryo Bomb, and Smoke Bomb. Each bomb has a different effect described in its action.
Fragmentation Bomb. Each creature within 10 feet of the point of detonation must make a Dexterity saving throw. A creature takes 3d6 piercing damage on a failed save, or half as much damage on a successful one.
Incendiary Bomb. Each creature within 10 feet of the point of detonation must make a Dexterity saving throw. A creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. The ground within the blast radius burns until the start of your next turn. A creature that enters the burning area for the first time on a turn or ends its turn there takes fire damage equal to your Intelligence modifier.
Concussion Bomb. Each creature within 10 feet of the point of detonation must make a Strength saving throw. On a failed save, a creature takes 2d6 thunder damage, is pushed up to 10 feet directly away from the point of detonation, and is knocked prone. On a successful save, the creature takes half as much damage and isn't pushed or knocked prone.
Cryo Bomb. Each creature within 10 feet of the point of detonation must make a Constitution saving throw. On a failed save, a creature takes 2d6 cold damage and its speed is reduced by 10 feet until the start of your next turn. On a successful save, the creature takes half as much damage and its speed isn't reduced.
Smoke Bomb. Thick smoke fills a 15-foot-radius sphere centered on the point where the bomb detonates. The area is heavily obscured and lasts for 1 minute. A moderate wind disperses the smoke after 1 round, and a strong wind disperses it immediately.
Level 5: Controlled Detonation
Starting at 5th level, your mastery of explosives allows you to precisely control your detonations.
Whenever you use a Demolitionist bomb, you can choose a number of creatures you can see within the bomb's area equal to your Intelligence modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the bomb and takes no damage if it would normally take half damage on a successful save.
Additionally, when you roll damage for a Demolitionist bomb, you can add your Intelligence modifier to one damage roll of the bomb.
Level 9: Advanced Ordnance
At 8th level, your expertise with explosives allows you to develop more sophisticated bomb designs. Choose two Advanced Bombs from the options provided by this feature.
Advanced Bombs count as Demolitionist bombs for your Bomb Satchel and Controlled Detonation features. Unless otherwise stated, throwing an Advanced Bomb requires one action, expends 1 Bomb Charge, has a range of 60 feet, and uses your Bomb Save DC.
Whenever you gain a level in this class, you may replace one Advanced Bomb you know with another Advanced Bomb available to you.
Breach Charge
As an action, you can expend 1 Bomb Charge to place a Breach Charge on a solid surface or unattended object within 5 feet of you. The charge can be detonated immediately or at the end of a later turn as a bonus action while you are within 60 feet of it.
When detonated, the charge explodes in a 10-foot-radius sphere. Each creature in the area must make a Dexterity saving throw against your Bomb Save DC. On a failed save, a creature takes 4d6 force damage. On a successful save, it takes half as much damage.
Objects and structures automatically fail this saving throw, and the charge deals double damage to objects and structures.
A Breach Charge counts as a Demolitionist bomb for your Bomb Satchel and Controlled Detonation features.
Corrosive Bomb
You develop a specialized bomb filled with magically reactive corrosive compounds.
When you throw a Corrosive Bomb, choose a point you can see within 60 feet and expend 1 Bomb Charge. Each creature within 10 feet of that point must make a Dexterity saving throw against your Bomb Save DC.
On a failed save, a creature takes 3d6 acid damage and its Armor Class is reduced by 1 until the start of your next turn. On a successful save, the creature takes half as much damage and its Armor Class isn't reduced.
A Corrosive Bomb counts as a Demolitionist bomb for your Bomb Satchel and Controlled Detonation features.
Shock Bomb
You develop a specialized bomb that releases a violent electrical discharge on detonation.
When you throw a Shock Bomb, choose a point you can see within 60 feet and expend 1 Bomb Charge. Each creature within 10 feet of that point must make a Dexterity saving throw against your Bomb Save DC.
On a failed save, a creature takes 3d6 lightning damage and can't take reactions until the start of your next turn. On a successful save, the creature takes half as much damage and suffers no additional effect.
A Shock Bomb counts as a Demolitionist bomb for your Bomb Satchel and Controlled Detonation features.
Chain Reaction
Beginning at 11th level, you can engineer your explosives to trigger a secondary detonation.
Once on each of your turns, when a bomb you use through your Bomb Satchel detonates, you can cause a secondary explosion at a point you can see within 20 feet of the original explosion's center. The secondary explosion has a 10-foot radius.
Each creature in the secondary explosion must make a Dexterity saving throw against your Bomb Save DC. On a failed save, a creature takes 2d6 force damage. On a successful save, it takes half as much damage.
A creature affected by the original bomb can also be affected by the secondary explosion.
The secondary explosion does not expend an additional Bomb Charge and does not trigger another Chain Reaction.
Blast Specialist
Beginning at 15th level, your understanding of blast patterns becomes nearly instinctive.
Selective Detonation. When you use a Demolitionist bomb that affects an area, you can choose a number of creatures you can see in the affected area up to your Intelligence modifier (minimum of one creature). The chosen creatures automatically succeed on their saving throws against the bomb and take no damage if they would normally take half damage on a successful save.
Overpressure. When a creature fails its saving throw against one of your Demolitionist bombs, you can push that creature up to 10 feet away from the center of the explosion. A Huge or larger creature is immune to this forced movement.
Expanded Blast. The radius of your Demolitionist bombs increases by 5 feet.
Master of Destruction
At 18th level, you have perfected the destructive science of your craft.
Perfected Ordnance. Your Demolitionist bombs ignore resistance to their damage types. In addition, when you roll damage for a Demolitionist bomb, you can reroll any damage die that rolls a 1, but you must use the new roll.
Catastrophic Detonation. Once per long rest, when you throw a bomb from your Bomb Satchel, you can turn it into a Catastrophic Detonation without expending an additional Bomb Charge. The bomb's radius increases by 10 feet, and it deals an additional 4d6 force damage to each creature affected by the explosion. This additional damage is subject to the same saving throw as the triggering bomb.
Objects and structures in the explosion take maximum damage from the additional force damage.
After you use Catastrophic Detonation, you can't use it again until you finish a long rest.
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