Artificer
Base Class: Artificer

Elemental Sapper combines arcane proficiency with their craftsmanship to enhance their explosives into tools elemental mayhem.

Fashioning a custom made launcher, the Elemental Sapper lay waste to their battlefield by firing various elemental ordinance that detonates on impact or setting camouflaged proximity mines at every possible corner.

The elemental sappers dominate the battlefield by controlling it as well as explosive power.

Elemental Sappers Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Elemental Sapper Spells table.

These spells count as artificer spells for you, but they don't count against the number of artificers spells you prepare.

Elemental Sappers Spells

Elemental Ordinance

At 3rd level, you may concoct your explosive ammunition with what materials and expertise you have. Choose 2 known explosive types from the list below.

 

Damage Type Saving Throws
Fire Dex
Lightning Dex
Acid Con
Thunder Con
Cold Con

 

You can craft your known Elemental Ordinances every long rest. The number of explosives created is equal to your Intelligence modifier plus half of your Artificer level rounded down. This feature allows you to make more than one type of explosives every short rest.    

You can store your explosives ammunitions indefinitely, and the maximum amount of explosives you can carry are 5 for each explosive type that you know.    

Your Elemental Ordinance detonates in a 5-foot radius, each creature caught within its blast have to make a saving throw according to the explosive types you used. Your Elemental Ordinances dealing 1d10 of the explosive damage type if the creature failed its saving throw, or half as much on a successful one.    

Your explosive damage increase by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10)

All Huge or smaller creature that failed the saving throw corresponding to the Elemental Ordinances suffers an additional effect corresponding to the ordinance's type.

Acid Ordinance

Creatures within a 5-feet radius must make a Constitution Saving Throw or take Elemental Ordinance damage, huge or smaller creatures with non-magical armor or natural armor AC are decreased by 1, and Non-magical weapon attack and damage are reduced by 1. (This effect can stack up to 3 times).

Creatures that succeeded their Saving Throws only take half damage.

Cold Ordinance

Creatures within a 5-feet radius must make a Constitution Saving Throw or take Elemental Ordinance damage, and huge or smaller creatures have their movement speed halved, and their next weapon and magic attacks have disadvantages to hit.

Creatures that succeeded their Saving Throws only take half damage.

Fire Ordinance

Creatures within a 5-feet radius must make a Dexterity Saving Throw or take Elemental Ordinance damage, and huge or smaller creatures are set on fire dealing additional fire damage equal to your Intelligence Modifier at the start of their turn. They may try to extinguish the flame using their actions (Dex Save) against your spell DC.

Creatures that succeeded their Saving Throws only take half damage.

Lightning Ordinance

Creatures within a 5-feet radius must make a Dexterity Saving Throw or take Elemental Ordinance damage, and huge or smaller creatures are unable to use their reactions until the end of your next turn.

Creatures that succeeded their Saving Throws only take half damage.

Thunder Ordinance

Creatures within a 5-feet radius must make a Constitution Saving Throw or take Elemental Ordinance damage, and huge or smaller creatures are blasted off their feet 10 feet away from the center of the explosions and are knocked-prone.

Creatures that succeeded their Saving Throws only take half damage.

Explosive Slinger

At 3rd level, you fashion yourself a slinger you are proficient with to fire your explosives and detonating them on impact (calling out the explosive type as you do so). You may target a point within 120 feet of a creature within range in which this equipment use your Intelligence Modifier as a ranged weapon attack.

Your explosives slinger does 1d6+(Int) bludgeoning impact damage. If you miss your target, the explosive ammunitions lands within the intended target's space.    

Expanded Ordinances

At 5th level, you expand your repertoire of Elemental ordinances. You gain 1 additional known explosive type from the Elemental Ordinances list.

Proximity Mine

 At 5th level, you can use your Elemental Ordinances to transform the battlefield into a volatile minefield. As a bonus action, you use your slinger to launch up to two Elemental Ordinances as a sticky explosive mine in an unoccupied space (calling out the explosive type as you do so).
 
Once launched Proximity Mine will remain active for 2 hours, after which they automatically deactivated. These elemental mines are magically camouflaged and require a perception check against your spell DC to spot.
 
All active mine detonates automatically if a creature moves on to space where the mine is. Active mine will also detonate if it takes any damage from any source. Explosive mine's AC (11). Undetonated mines can be retrieved safely at the end of combat.

Once detonated, any creature in 10 feet radius must make Saving Throws corresponding to the type of Ordinance used. Detonated mine deals the same damage and effect on a failed save with the type of Ordinance used.

Further Expanded Ordinances

At 9th level, you expand your repertoire of Elemental Ordinances. You gain 1 additional known explosive type from the Elemental Ordinances list.

Barely Stable Compounds

At 9th level, through further research your Elemental Ordinances destructive power is further amplified and gained the following:

  • Elemental Ordinance and Proximity Mine will destroy cover within its blast radius and decrease it by one category (Full cover into half cover, half cover into no cover)
  • Elemental Ordinance and Proximity Mine are now capable of taking down walls and other structures with relative ease. Your Elemental Ordinance and Proximity Mine now does double damage to structures.
  • Elemental Ordinance and Proximity Mine deals bonus damage equal to your Intelligence Modifier.

Elemental Singularity

At 15th level, you can fire your most powerful Elemental Ordinance in a space you can see within 120 feet. Pulling all active Proximity Mine within 200 feet radius into a single point. Each creature caught in the blast makes a Dex Save, on a failed save the creatures take 1d10 + Intelligence damage for each Elemental Ordinance damage corresponding to the explosive type.

Proximity mine detonated this way only deal damage and does not trigger their effect.    

 After the cascade of explosions, all creature within 20 feet radius of Elemental Singularity makes a Dex Save, and take 3d10 Force damage and are pulled to the center of the singularity and are knocked prone. Creatures that succeeded on their Saving Throws take half as much damage and aren't moved.
 
 You can only use this feature twice per long rest.

Artificer: Elemental Sappers Image

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