Artificer
Base Class: Artificer

Your life revolves around one thing, watching things explode up close.  

Risk Mitigation

3rd level Bombardier feature

Your experience with bombs has led you to know that preparation is key.  You gain the following benefits: 

  • Proficiency in heavy armor.  Nothing stops shrapnel quite like plate armor.
  • Dodge the fire: You have advantage on dexterity saving throws from aoe affects. 
  • Blast Shield: You can cast the spell absorb elements without consuming a spell slot.  Once you use this ability you cannot do so again until you finish a long rest. 

Bombardier Spells

3rd-level Skirmisher feature

You always have certain spells prepared after you reach particular levels in this class, as shown in the Skirmisher Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Skirmisher Spells

ARTIFICER LEVEL SPELL

3rd

ThunderwaveAbsorb Elements

5th

Heat Metal, Shatter

9th

FireballCall Lightning

13th

Fire Shield, Resilient Sphere

17th

Flame Strike, Wall of Force

Sapper Charge

3rd level Bombardier feature

 As a bonus action you may charge your weapon with bomb infusion magic.  On hit the target creature will take one sapper charge.  The charge does not detonate until the characters uses an action for detonation (this ability can crit).  The affect stacks according to the table.

Sapper Charges Explosion Damage

1

1d4 fire damage

2

2d6 fire damage

3

3d8 fire damage

4

4d10 fire damage

5

5d12 fire damage

Extra Attack

5th level Bombardier feature

You may attack twice instead of once when you take the attack action.

Enhanced Sapper Charge

9th level Bombardier feature

Your sapper charge now cause two charges instead of one to affect the target creature.

Enhanced Detonation

15th level Bombardier feature

You can consume a spell slot on charge detonation to grant additional sapper charges.  The number of charges gained is equal to the spell slot level consumed.  Additional charges above 5 only grant additional dice.  This is the only way to get above 5 charges.

Example: Target creature currently has 3 sapper charges.  You use your action to consume a 4th level spell and detonate sapper charges.  The target creature would suffer the affect of 7 sapper charges at 7d12 fire damage.

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