Base Class: Artificer
with a strange fascination to the power and beauty of an explosion, the Demolitionist focus on explosions over all other inventions. They could have been the fail alchemist that accepted the fact that it was not meant to be, or the artillery that saw the value of detonating a explosive in a goblin nest. what ever the reason you took to making bombs and that focus has come at a cost. you didn't have the time to research more spell, but what you did research could put other Artificers to shame.
chuckling madly to herself the Demolitionist twist wires together as the sound of Dozens of goblins run through the cave, getting closer by the second. with a shout of glee a smile spread across her soot covered face be for she skips to the cavern exit. seeing the sun yet again she removes her googles and turns to the cave just in time to hear a cacophonous booms, dust and smoke shot out of the mouth of the cave. 'YES' she screamed, hopping around with excitement. 'It works!' she exclaims as her guide looks on with a face of shock and horror. once the dust settles she walks to the cave to inspect her work. the cave now clolapsed and a only a arm past escaped she crouched down poking it with a stick. 'ahh' she says knowingly and pulls out a notebook to scribble down a few notes. 'should have made it bigger' she mumbles to herself as she and her guide head to town for her to collect her reward.
pop rocks
Your Magical tinkering can now imbue the object with excessive energy making it unstable. After its charged you may make a throw attack with proficiency and your int modifier. On a hit the object explodes dealing 1d8 force damage. And additional d8 at 5th level(2d8) 11th level (3d8) and 17th level(4d8)
demolition tools proficiency
You gain proficiency in demolition tools, allowing you to make and identify explosive. You can make explosive each day equal to the number of your proficiency bonus and your Int modifier. All explosives must be made out of combat. Each explosive has a cost to make. You may disassemble any unused explosives to regain martials. The explosives last for a number of day equal to your intelligence and proficiency modifiers. Because it’s a unperfected science any unused explosive become unstable. If you do not disassemble them roll a D4 and on a 1 they rupture dealing 1/4 damage to anyone and anything within 10 feet of the items at the time of the GM discretion. The explosive made by demolition tools count as siege weapons dealing double damage to structures
As a action you can throw one explosive.
- big boom. 10GP. You can make a explosive that deals 4d8 force damage 10 foot radius. Dex save half on a success
- flame burst. 12GP. You make a incendiary device the deals 2d12 fire damage in a 20 radius Dex save, half on a success. Ignites flammable objects
- Flash freeze. 15GP. You make a cannister that drifts off it slowly. upon detonation creatures with in 5 feet must make a con save. They take 2d6 fire damage on a failed save and become frozen(paralyzed), or half as much damage on a successful one.
Safety First?!
You hate yo admit it but safety was never your first thought. But its never to late to claim safety first.
When you have to make a dex save for one of your explosives including ruptured expired ones. you now take half damage on a fail DEX save and none on a successful one.
M.A.D. Science
The NUKE
As a full turn action you can make a massive explosive. This explosive is one that you fear yet are attracted to. Once built it will take a Str DC of 15 to push or pull it 10 per round or a Str DC 20 to lift it. If you lift it you are encumbered. This explosive can be detonated with a remote or timer. When it explodes and any creatures within a 50 radius of the NUKE must make a DEX save. 12d8 fire damage on a failed save, or half as much damage on a successful one.the radius is now scroched and any Creature will take 2d8 fire damage if they end they turn with in the radius. The scorched area lasts for 1 minute.
If the NUKE is detonated, the destruction weighs heavy one your mind (good or bad). And you are unwilling to make another for 4d4 days.
M.A.D. threats
After you make The NUKE you can attempt to intimidate all those that can hear you, you can add your proficiency and intelligence modifiers to this roll. Creatures with a intelligence of 6 or more that have seen you use a explosive will have disadvantage on their roll.
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Posted Jan 23, 2022Since the idea is interesting and M.A.D. makes me think of the middle crosspath for dartling gunners in Bloons TD 6, which is a cool sight to behold, here some advice on how to perhaps improve the homebrew:
First things first, always include, at what level a subclass feature is gained. It can be assumed here, what order it is, but that's only because Artificers gain 4 Subclass features and you have exactly 4 listed.
3rd Level) Pop Rocks: Is the "explodes" part a flavor text or is there an actual explosion radius? What is the throwing range? Is the throw made regularly over the entire distance or is there a certain distance, after which the attack is made with disadvantage (like 20/60 ft. for daggers)? Additionally Artificer Subclasses get an expanded spell list at level 3, it would be nice to also have that for this subclass. I would probably also add more at level 3 than just a cantrip, so that the Subclass feels more unique. Additionally, a gained tool profiency with one of the official tools could make sense.
5th Level) Demolition Tools Proficiency: Considering that a flask of Holy Water costs 25 GP to deal 2d6 radiant damage to a single target that must also be undead for the hHoly Water to deal damage, the prices for these attacks are too low and/or the range and damage is too high.
9th Level) Safety First?!: This is honestly a very funny and fitting feature. However, I would add some more stuff to the level 9 subclass feature.
15th Level) M.A.D. Science: I think, that the NUKE should be usable more often but take a specific amount of time (e.g. a short rest) and GP (e.g. 1000 GP) to make. With its gigantic radius it will be limited in its usage anyways, since no half-smart BBEG will let you carry that thing into its layer and then allow you to slip out again in order to set it off. And whenever fighting somewhere inside, the enemies will either be so weak, that the NUKE would kill them before it kills you (but then just use spells+attacks) or it will kill you first and the enemy after in which case you don't wanna use it.