Base Class: Artificer
The Disruptor excels at controlling the battlefields of Eberron, then when the moment is right, blowing it all to Khyber. The blast disks they use to spread mayhem were developed at the start of the Last War in a collaboration between Brelish artificers and the gnomes of Zilargo, but the practice quickly spread to the other nations, and within a generation, all nations employed their own Disruptors as valued combat specialists. Now that the Last War is ended, Disruptors gravitate toward pursuits where they feel valued and useful, especially to adventuring and mercenary companies. Scholars at Morgrave University also report finding evidence of ancient Dhakaani stone disks that suggest a similar tradition of arcane explosives. Explorers to the Tashana Tundra of Sarlona bear tales of dwarves there with similarly advanced explosive techniques.
Tool Proficiency
When you adopt this specialization at 3rd level, you gain proficiency with mason's tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Disruptor Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Artillerist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Artillerist Spells
| Artificer Level | Spell |
|---|---|
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3rd |
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5th |
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9th |
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13th |
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17th |
Battle Savvy
When you reach 3rd level, your dedicated training provides you with the following benefits:
• You add your Intelligence modifier to your AC. You can use a shield and still gain this benefit.
• You gain a bonus to your initiative rolls equal to your Intelligence modifier.
Blast Disks
Beginning at 3rd level, whenever you finish a long rest, you can magically imbue effects to create a blast disk from a flat stone you touch. You can create one blast disk at the end of a long rest, imbuing it with one effect from the Blast Disks table, which you can later trigger by detonating the disk. Creating a blast disk requires that you have mason’s tools on your person, and any disk that you imbue with this feature lasts until it detonates or the end of your next long rest, when the magic dissipates. When you reach certain levels in this class, you can imbue additional disks at the end of a long rest: two at 5th level, three at 9th level, and four at 15th level. Each disk requires its own flat stone. You can imbue additional blast disks by expending a spell slot of 1st level or higher for each one. When you do so, you use your action to touch a stone disk and create a blast disk imbued with one effect from the Blast Disks table. When a blast disk detonates, every creature within a 5- foot radius must make a saving throw as indicated on the Blast Disks table. On a failed save, a creature takes damage and is subject to the blast disk's effects. On a successful save, the creature takes half damage and suffers no other effect. The saving throw DC to avoid a blast disk's effects is equal to your artificer spell save DC.
Detonating a Blast Disk
As an action, you can touch an imbued blast disk to activate it, choosing whether to detonate it on impact or by proximity when you do so. Once activated, the blast disk can be detonated any time before the end of your next long rest using the detonation type you chose when you activated it:
• Impact Detonation. You can use your action to throw an activated blast disk up to 15 feet, where it detonates on contact with a creature or object, triggering its effect.
• Proximity Detonation. You place an activated blast disk on the ground, then when any creature other than you approaches within 5 feet of the activated blast disk, it immediately detonates, automatically triggering its effect.
Blast Disks
| Disk | Effect |
|---|---|
|
Breath of Life |
Creatures must make a Wisdom saving throw. This disc deals 3d8 Radiant damage to any undead within the area of effect and heals living creatures by half as much. Living creatures do not make a saving throw. This effect has no effect on constructs |
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Storm Surge |
Creatures must make a Dexterity saving throw. This disc deals 3d6 Lightning damage and the creature cannot take reactions until your next turn |
|
Glitterfire |
Creatures must make a Dexterity saving throw. This disc deals 3d8 Fire damage and the creature is coated in magical glitter. Until the end of your next turn, any attack roll made against the creature is made at advantage if the attacker can see it and it cannot benefit from being Invisible |
|
Permafrost |
Creatures must make a Constitution saving throw. This disc deals 3d8 Cold damage and the target's speed is reduced to 0 until your next turn |
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Flash Bang |
Creatures must make a Constitution saving throw. This disc deals 4d4 Thunder damage and creatures are blinded and deafened until your next turn |
Arcane Ignition
Starting at 5th level, you can amplify the destructive effects of magical energies. Whenever a creature you can see within 30 feet of you takes damage from a magical attack or effect, you can use your reaction to deal an additional 1d10 damage of the attack's damage type.
Enhanced Maker
By 9th level, you're an experienced demolitionist, and you've discovered a few shortcuts to quickly imbuing blast disks. You can now create blast disks when you complete a short or long rest, instead of just after a long rest.
Collateral Damage
At 15th level, you're an uncontested master of explosives, and your blast disks are unusually potent. You now roll twice as as many dice when dealing damage with blast disks. For example, a Glitterfire blast disk now deals 6d8 Fire Damage on a failed saving throw.
Previous Versions
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2/24/2020 12:20:36 AM
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Posted Mar 2, 2022Question, why did you change some of the Blast Disk stuff? Just curious about it