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 collapsed 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)
Demolitionist Spells
3rd-level Demolitionist feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Demolitionist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Demolitionist 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 |
Explosives Expert
3rd-level Demolitionist feature
Whenever you finish a long rest, you can magically produce an 2 Explosive Devices. Roll on the Explosive Device Blueprint tables for the explosive’s effect.
You can create additional explosive devices by expending a spell slot of 1st level or higher for each one. When you do so, you use your action to create the explosive, and you choose the explosive’s effect from the Explosive Device Blueprint tables.
Impact Explosive: This bomb blows when it makes considerable impact. You can throw this bomb up to 30ft away. This counts as a projectile.
Pressure Explosive: When placed you can designate up to 10 people that this bomb won’t be triggered by. Any undesignated creature that steps on the bomb triggers it causing it to blow.
Timed Explosive: You set a timer causing the bomb to blow after either 1 minute, 5 minutes, 10 minutes, 30 minutes, or in increments of hours up to 6 hours.
When you reach certain levels in this class, you can make more elixirs at the end of a long rest: three at 5th level, four at 10th level, and five at 15th level. Roll for each elixir’s effect separately.
Explosive Device Blueprints
Impact/Timed Explosives
| d6 | Effect |
|---|---|
|
1-2 |
Hand Grenade. Make a ranged spell attack against a target that you can see within 30 feet, on a hit the target and each target within 5 ft of the original take 2d6 + your Intelligence modifier fire damage. |
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3 |
Smoke Grenade. As an action you hurl a smoke grenade toward a 5 foot space that you can see within 30 feet. When the grenade lands it explodes in a 30 ft radius sphere of dense, black smoke. The smoke spreads around corners and the area of the smoke is heavily obscured. The smoke lasts for 5 rounds or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. |
|
4 |
Flash Bang. Using an action you toss a flash bang toward a 5 foot space that you can see within 30 feet. Any creatures within a 10 ft radius sphere of the Flash Bang must make a Constitution saving throw. On a failure the creature is blinded and deafened until the end of its next turn. On a success the creature is not affected. |
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5 |
Satchel Charge. Make a melee spell attack against a creature or structure within range, on a hit you attach 1 Satchel Charge to the target. You may have up to 3 Charges attached to a single target at once. 2 rounds after the Charge is attached, or if activated by the Remote Detonation feature, the charge explodes and the target takes 2d8 + your Intelligence modifier force damage. If a creature has an un-detonated Charge attached to them at the beginning of their turn they may spend their action to attempt to remove it. The creature must make a Strength saving throw against your spell save DC. On a success the Charge is removed and becomes inert. On a failure the charge detonates immediately. |
|
6 |
Thermite Charge. Make a melee spell attack against a creature or structure within range, on a hit you attach 1 Thermite Charge to the target. You may have up to 3 Charges attached to a single target at once. 2 rounds after the Charge is attached, or if activated by the Remote Detonation feature, the target takes 2d6 fire damage. The target must also make a Dexterity Saving throw. On a failure the Thermite Charge continues to burn for 1d6 damage per round up to 3 rounds. At the end of each of the target’s turns they may repeat the saving throw. On a success the Thermite is patted out and no longer does damage. If a creature has an un-detonated Charge attached to them at the beginning of their turn they may spend their action to attempt to remove it. The creature must make a Strength saving throw against your spell save DC. On a success the Charge is removed and becomes inert. On a failure the charge detonates immediately. |
Pressure Explosive
| d8 | Effect |
|---|---|
|
1 |
Land Mine. An explosion of flame that damages its surroundings. Any creature in the blast radius must make a Dexterity saving throw. On a fail creatures take 2d8 fire damage, on a success they take half. This explosion also destroys anything flammable of a non-magical nature that isn't being worn and can destroy terrain creating things like cave-ins or holes in the ground. The damage goes up by 1d8 at level 5 (3d8), level 11 (4d8), and level 17 (5d8). |
|
2 |
Frost Mine. An explosion of frost and ice that freezes everything. Any creature caught in the blast radius must make a Dexterity saving throw. On a fail creatures take 2d6 cold damage and have its remaining speed reduced by half until the end of its turn. On success they take half damage and their speed isn’t reduced. The area of effect is now considered difficult terrain. The damage goes up by 1d6 at level 5 (3d6), level 11 (4d6), and level 17 (5d6). |
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3 |
Shock Mine. An explosion of electricity that shocks it’s targets. Any creature in the blast radius must make a Dexterity saving throw. On a fail creatures take 2d8 lightning damage, on success they take half damage. Creatures wearing/made of metal make this saving throw at disadvantage and take an additional 1d4 damage. The damage goes up by at level 5 (3d8)(2d4), level 11 (4d8)(3d4), and level 17 (5d8)(4d4). |
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4 |
Sonic Mine. An explosion of sound that can be heard from a distance. Any creature caught in the blast radius must make a Constitution saving throw. On a fail creatures take 2d8 thunder damage, on success they take half damage. This blast creates a sound that can be heard from 300 feet away. The damage goes up by 1d8 at level 5 (3d8), level 11 (4d8), and level 17 (5d8). |
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5 |
Acid Mine. An explosion of acid that corrodes your targets. Any creature caught in the blast radius must make a Dexterity saving throw. On a fail creatures take 2d8 acid damage and half of that at the start of their next turn, on a success they take half damage, and don’t take damage on their next turn. The damage goes up by 1d8 at level 5 (3d8), level 11 (4d8), and level 17 (5d8). |
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6 |
Poison Mine. An explosion of poisonous gas that affects it’s targets. Any creature caught in the blast radius must make a Constitution saving throw. On a fail creatures take 2d6 poison damage, and are poisoned for an hour. On a success they take half damage and aren’t poisoned. The damage goes up by 1d6 at level 5 (3d6), level 11 (4d6), and level 17 (5d6). |
|
7 |
Sleeper Mine. An explosion of gas that harmlessly puts it’s targets to sleep. Any creature caught in the blast radius must make a Constitution saving throw. On a failed save they fall unconscious for 1 hour until the effect ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. |
|
8 |
Stunning Mine. An explosion of a stunning wave of magical energy. Any creature caught in the blast radius must make a Constitution saving throw. On a failed save the target is stunned for 1 minute. They can repeat this save at the start of their turns. |
Remote Detonation
5th-level Demolitionist feature
you gain the ability to use your arcane power to remotely detonate on of your Explosive Devices that you can see within 30 feet of you as a bonus action. Detonating an explosive in this way causes its effects to immediately take place.
Map of Scrying
5th-level Demolitionist feature
Using your cartographer’s tools, you can spend 1 hour to create a Map of Scrying and its corresponding Arcane Radar. Both these items are Tiny objects that can take the appearance of whatever you choose. Your Arcane Radar emits a force in a 60 foot cube, centered on itself that moves with it, that copies its surroundings onto your Map of Scrying. The map shows in real time the level of terrain that the Arcane Radar is on, as well as all creatures within the 60 foot cube, and all of your Arcane Explosives. It doesn’t tell you the elevation of creatures within the square, but it does tell you the creature's size.
You and individuals you view as allies appear blue on the map, with their name under their icon. Currently hostile creatures are red, all other creatures appear black, and your traps are marked green. The Arcane Radar has an unlimited range, however it doesn’t work if you are on a different plane than the radar. If you make another Arcane Radar, the first one becomes inactive. Invisible creatures do not appear on your map, and anti-magic zones appear blank on your map.
Mobile Blast Shield
9th-level Demolitionist feature
You have witnessed the devastating effects of your explosives often enough to realize you need something to hide behind. During the time that you use as part of a long rest to create your Explosive Devices you can craft a Mobile Blast Shield. Doing so requires 50 GP worth of materials. This blast shield is 5 feet long, 5 feet high and 6 inches thick. It has 50 HP and an AC of 18.
As an action you can deploy or tear down your Mobile Blast shield. There is enough space behind the blast shield for one medium sized or two small creatures to take cover. Standing directly behind the blast shield grants advantage on any Dexterity, Strength or Constitution saving throw caused by an area of effect that could be blocked by the shield (i.e a Fireball or Cone of Cold spell). Additionally, the Blast Shield provides up to three-quarter cover against ranged weapon attacks that originate from in front of it. The DM has final discretion on whether or not the shield blocks an incoming attack. Any damage that is blocked by the shield is taken by the shield. When the Mobile Blast Shield's HP reaches 0 it crumbles to pieces and is destroyed.
If your Mobile Blast Shield is damaged, you may repair it as part of a short rest as long as it has half of its HP remaining or more. Doing so costs half as much GP as creating a new shield from scratch. If the shield is below half HP you must instead build an entirely new shield, as normal, during a long rest.
Mobile Blast Shield Upgrade
Starting at 15th Level your familiarity with your blueprints and with your Devices has led you to design in several improvements.
Your Mobile Blast Shield gains the following benefits:
- Your blast shield now has 100 + your Constitution modifier HP.
- Your blast shield is now 10 feet long and can provide protection to up to 2 medium creatures or 1 large creature.
- If you would normally take half damage from an effect due to a successful saving throw you now take no damage when using the Shield for cover.
- If you would normally take full damage from an effect due to a failed saving throw you now take half damage when using the Shield for cover.
The Big One
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 Big One 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 Big One is detonated, the destruction weighs heavy one your mind (good or bad). And you are unwilling to make another for 4d4 days.