Base Class: Artificer
Bombers are artificers who love to play with fire, quite literally, they have chosen to expand their horizons, and have decided that violence and discord can sometimes make for an extremely good way to win an argument. Those agents of chaos are very skilled, and when others make clever armor or potion, their tricks are more... explosive.
Tool Proficiency
3rd-level Bomber feature
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.
Bomber Spells
3rd-level Bomber feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Alchemist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Bomber 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 |
Bomb
3rd-level Bomber feature
Whenever you finish a long rest, you can magically produce a number of bombs equal to your proficiency modifier. Roll on the Bomb table for the bomb's effect for each of the bomb, which is triggered upon impact. The effect of the bombs are described on the Bomb Table. As an action, a creature can throw a bomb, no matter who throws the bomb, if a save is required, it is against your spell DC.
You can create a bomb by expending a spell slot of 1st level or higher for each one. When you do so, you use your action to create the bomb, and you choose the bomb's effect from the Bomb table.
Creating a bomb requires you to have alchemist’s supplies on your person, and any bomb you create with this feature lasts until it is thrown or until the end of your next long rest. Any bomb you create with this feature weighs 5 pounds.
Bomb
d6 | Effect |
---|---|
1 |
Bomb. The Bomb has a 40-foot throwing distance. Every creature in a-10 feet radius of the Bomb must make a Dexterity saving throw taking 1d8 + your Intelligence modifier thunder damage on a failure and half damage on a success. When this device detonates, it creates an audible explosion that can be heard from up to 300 feet away. This bomb's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). |
2 |
Fire Bomb. The Fire Bomb has a 40-foot throwing distance. Centered at the point of detonation, a 10 x 10 foot square of fire is created. This fire remains for one minute and ignites any flammable objects in the area that aren't being worn or carried. When a creature enters the bomb's area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, a creature takes 1d6 fire damage. On a successful save, it takes half as much damage. When this device detonates, it creates an audible explosion that can be heard from up to 150 feet away. This bomb's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). |
3 |
Flash Bomb. The Flash Bomb has a 40-foot throwing distance. Every creature in a 10-feet radius of the point bomb must make a Constitution saving throw or be blinded and deafened until the end of your next turn. Creatures with sunlight sensitivity make this saving throw with disadvantage. If a creature is blinded and deafened by this, they may repeat the saving throw at the end of their turn to end the effect early. When this device detonates, it creates an audible explosion that can be heard from up to 200 feet away. |
4 |
Lock Buster. Affix the Lock Buster to a lock. If the DC of that lock is equal to or lower than the combined value of your Intelligence Modifier + your Artificer level, the lock is instantly destroyed. |
5 |
Poison Bomb. The Poison Bomb has a 40-foot throwing distance. Centered on the point of detonation, a 10-foot radius spherical cloud of toxic gas appears. This cloud remains for one minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. When a creature enters the bomb's area for the first time on a turn or starts its turn there, it must make a Constitution saving throw. On a failed save, a creature takes 1d4 poison damage and is poisoned until the end of your next turn. On a successful save, it takes half as much damage and isn't poisoned by the bomb. When this device detonates, it creates an audible explosion that can be heard from up to 50 feet away. This bomb's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). |
6 |
Smoke Bomb. The Smoke Bomb has a 40-foot throwing distance. Centered at the point of detonation, a 20-foot-radius sphere of smoke. The sphere spreads around corners, and its area is heavily obscured. The smoke remains for one minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. When this device detonates, it creates an audible explosion that can be heard from up to 50 feet away. |
Bombtastic!
5th-level Bomber feature
Your mastery of explosives and magic intertwine perfectly. Creature under the effect of one of your spells have disadvantage on the saving throws made against your Bombs. When a creature you can see within 60 feet attacks you, you may use your reaction to throw a bomb at the attacking creature.
Still Got All Me Fingers!
9th-level Bomber feature
Bombs are fun. Bombs are dangerous. You know this better than anyone else:
- You gain advantage on saving throws made against your own explosive devices. When you succeed on a saving throw against your own explosive devices you take no damage, and you take half as much damage on a failed save.
- You can cast pyrotechnics without expending a spell slot and without preparing the spell, provided you use alchemist’s supplies as the spellcasting focus. You can do so a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Powder Burns
15th-level Bomber feature
Your craftsmanship and absolute devotion to anarchy is legendary. Some say that you have black powder flowing through your veins :
- As a reaction, when a melee attack you can see hits you, the attacker takes thunder damage equal to half your artificer level (rounded down) and must succeed on a strength saving throw against your spell DC or be pushed 5-feet back. You can use this reaction a number of times equal to your proficiency bonus per long rest.
- As a reaction, when you are reduced to zero hit points, you may choose to create a 15-foot sphere explosion centered on yourself. (This does not kill you or cause you to fail any death saving throws.) Every creature within the area of effect must make a Dexterity saving throw against your spell save DC, taking thunder damage equal to a number of d6 equal to half your artificer level on a failure and half damage on a success. Additionally, the area is filled with thick black smoke spreading around corners, and its area is heavily obscured. The smoke remains until the end of your next turn, or until a wind of moderate or greater force disperse it. You can use this reaction once per long rest.
This is well designed! I am going to use this for an NPC in my campaign!
One quick note, the lv 9 feature seems a bit weak compared to other Artificer sub-classes. Pyrotechnics is unfortunately not a great spell and can be hard to use given that it requires existing flames and enemies to be close to said flames.
I am thinking of just adding the Bomber's intelligence modifier to bomb damage to Bomb damage when I use this.
Cool class
really cool