Base Class: Artificer
From orcs to giants to dragons to bards, the world always needed a bit more color. In this instance, a splash of high-powered orange and white. Let's throw in some misty red blood as well.
Tool Proficiency
3rd-level Demolitionist feature
When you adopt this specialization at 3rd level, you gain proficiency with alchemist's supplies or Smithing tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.
Demolitionist spell list
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Demolition's Spells table. These spells count as artificer spells for you, including the use of intelligence to throw the explosives, but they don’t count against the number of artificer spells you prepare. Note: Most spells aren't from the official rule book and homebrew spells cannot be used in this subclass maker. All spells are listed at the bottom.
| 3rd Level | Granade/Flash Bang |
| 5th Level | Timed Fuse/Molotov cocktail |
| 9th Level | Breaching Charge/Thermite cutter |
| 13th Level | Concussive Grenade/Shrapnel Bomb |
| 17th Level | Thermite bomb/Armor Piercing Rocket |
Booby traps
3rd-level Demolitionist feature
Having the knowledge of the things that go boom, you can place explosives to make intruders have a bad time.
You can attach a rope between two structures (ex: wall to wall, tree to tree, door frame to door frame), and one (or both) endpoints can trigger explosives when something walks through the area of the rope.
The only explosives that can be used for this purpose are Grenades, Flashbangs, Concussive Grenade, Shrapnel Bomb, and Thermite Bomb.
Additionally, you gain proficiency when searching for traps.
A Pitcher's Arm
5th-level Demolitionist feature
Having thrown quite a few small explosives, you've begun to gain quite an accurate pitch. After some testing, you realize that if you concentrate and throw really hard, you more than likely hit what you're aiming at. You now gain advantage on attacks related to throwing (including prepared spells in Demolitionist subclass) once per short rest. Due to continuous use of your pitching arm, you are able to use this ability an additional time at 9th and 15th level.
The Bomb Squad Suit
9th -level Demolitionist feature
Getting tired of almost blowing off your own fingers, you design a suit that helps protect you from yourself.
The bomb suit gives you resistance to all bludgeoning damage however, it requires an Action to deploy, and cuts movement by half while the suit is deployed.
One in Each Hand
15th-level Demolitionist feature
You suddenly realize that you actually have two hands... hopefully. Either way, you, it took you too long to realize this.
You are now capable of throwing (casting) two explosives or spells, rather than once, whenever you take the Attack action on your turn.
You are only able to throw (cast) grenades, flashbangs, Molotov cocktails, concussive grenades, or shrapnel bombs.
Explosive desciptions
To throw (cast) any of the prepared spells, add your Intelligence modifier and proficiency bonus on attacks (not damage), to accurately throw into the desired square (DM can decide variation of accuracy on bad rolls)
Grenade, 1st level spell
The basic of all boom. A small, round, metal or wooden container, about the size of your palm, is filled with gunpowder, and an igniter is held by a safety pin. Pull the pin, throw the ball, watch them go boom. Your grenade causes 1d10 bludgeoning damage to all creatures in a 10ft circle to where it landed. You can add more explosive filler and increase damage by 1d10 for each slot level above 1st.
Flashbang, 1st level spell
Did you see that all right? A small, round container of glass, and a mixture of gunpowder and other mixtures that, when burned, shine very brightly, and an igniter is held by a safety pin. Pull the pin, throw the glass, turn around. All creatures looking in the general direction of the flashbang, and are capable of sight, must make a constitution saving throw. On a failed save, the creature is blinded for its next turn. All creatures that share a 5ft box with the thrown object are also deafened for a turn on a failed save. On a successful save, nothing happens.
Timed Fuse, 2nd level spell
Nothing beats a stick of dynamite and a long detonation cord. Using your good old-fashioned lighter, you may light the cord, and have up to a minute until the explosive goes boom. You must state how much time is given for detonation, and must be primed by 10's (10 seconds, 20 seconds, 30 seconds, etc). The cord can be put out by another creature with a sleight of hand check if the cord has not run out. The explosive does 3d10 bludgeoning to all creatures in a 30ft radius, which is increased by 1d10 for each slot level above 2nd. This cannot be thrown, and must, at minimum, have a timer of 10 seconds.
(No you do not need a literal lighter to use this explosive)
Molotov Cocktail, 2nd level spell
Oh sorry, were you saving that to drink later? You shove a piece of cloth into a bottle of alcohol, light it, and chuck it. Any creature directly in the path of the Molotov must make a dexterity saving throw, or be coated with the entirety of the effect. On a failed save, the creature must take 1d6 piercing damage (glass), and 1d10 fire damage for this, and this next two turns. On a successful save, the object will continue to its target, splattering the ground in a 10ftx10ft circle, and engulfing it in 1d4 flames. Any creature that walks into the fire must take 1d4 fire damage for this turn and the next two turns. 1d10 and 1d4 fire damage increases by 1d10 and 1d4 for each slot level added above 2nd respectively.
Breaching Charge, 3rd level spell
It's like a timed fuse, except this time you get to keep your fingers. The breaching charge must be placed upon a surface of some kind (door, floor, wall), and has a 10-second activation delay thanks to the detonation cord, and requires an action to place it down. When exploding, a force of 5d10 bludgeoning damage hits the surface, and if the surface cannot withstand the damage, it is broken through, leaving a 5x5 hole. Any creature standing directly in front of the blast (by 5ft) must take 1d10 piercing damage if the surface is breached, due to shrapnel.
Thermite Cutter, 3rd level spell
When messing around with some metal dust and explosive components, you stumble across a mixture that creates insanely hot flames. You manage to compact it into a small tube, capable of producing 2,200 degrees (Celcius) of flame but are unable to use it in a combat scenario, due to the mixture's capability of moving sporadically and most likely burning yourself. On the bright side, the small tube, when activated, is able to cut through any physical material, unless it can withstand 15d10 fire damage. When used, it can cut a 10x10 square into a wall or obstacle before the mixture burns out. This cannot be used further than a range of 5ft, and cannot be used to harm creatures or light fires (it's too hot and will melt any attempts).
(Note: Metal objects and other typical fire-resistant materials do not have fire-resistant properties against this utility, unless protected or prevented by a spell)
Concussive Grenade, 4th level spell
Being the intelligent creature you are, you continue to play with your highly dangerous, and explosive, toys. One of your latest inventions is the concussive grenade, with the capability of incapacitating your targets without any real harm. Any creatures in a 10x10 circle of the thrown object must make a constitution saving throw. On a failed save, the creature is incapacitated for a turn. On a successful save, nothing happens.
Shrapnel Bomb, 4th level spell
You got tired of too many people in the same room. Let's make some space. By packing some chunks of metal into a standard grenade (okay it's a little bigger and packing a tad too much gunpowder), you get a magical way of clearing a room, especially when it's too crowded. This amazing explosive does 3d10 piercing damage to any creature in a radius of 20ft. However, for every wall that is in the explosive's range of damage, the range increases by 10ft, thanks to bouncing shrapnel, and the damage increases by 1d10. Each wall can only contribute to the explosive once.
Thermite Bomb, 5th level spell
After some further tinkering with your thermite cutter, you've created a container capable of exploding without killing yourself. Armed with your homemade thermite mixture, gunpowder, and an igniter held back with a safety pin, you just need to throw and forget... hopefully. The explosive causes 10d10 fire damage in a radius of 10ft. All creatures within the range of damage divide the total rolled damage among themselves. Additionally, due to the physical properties of your thermite bomb, all creatures must make a dexterity saving throw, or be lit on fire, taking 1d8 fire damage for this and its next two turns.
Armor Piercing Rocket, 5th level spell
Have you ever had the problem of penetrating 100 millimeters of steel plating? Better hope not. Anyways, you were still crazy enough to assume it would be an issue. By attaching a tube filled with gunpowder, and a very questionable metal tip, this bad boy is gonna go ham. The rocket fires in a straight, 5ft line, originating from you, and will hit up to 5 creatures. The first creature that is hit must take 12d10 piercing damage, and the following creatures will take 2 fewer dice (10d10, 8d10, etc) than the previously attacked creature. The rocket can not be stopped until it hits the last creature but can go down by 1 damage die (from 12d10 to 11d10) for each barrier it must pass through. If the damage die reaches 0 before it hits its final target, the rocket will break.
Previous Versions
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3/17/2021 4:37:10 PM
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1.1
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Coming Soon
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