Artificer Specialist: Demolitionist

by Chilroy

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Artificer Specialist

Demolitionist

Artificers who specialize as Demolitionists, are often tenacious and rowdy. Using their signature demolition rigs to rip through any problem to piece it back together again.

Demolitionist Features
Artificer Level Feature
3rd Tool Proficiency, Demolitionist Spells, Emplaced Rig
5th Custom Rig
9th Improved Armaments
15th Upgraded Rig

Tool Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with mason’s tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

Demolitionist Spells

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
3rd earth tremor, shield
5th Aganazzar's scorcher, shatter
9th erupting earth, Melf's minute meteors
13th vitriolic sphere, wall of fire
17th conjure volley, passwall

Emplaced Rig

When you choose this archetype at 3rd level, you learn how to create a stationary demolition rig. Using mason’s tools or tinker’s tools, you can take an action to magically create a Large vehicle with you at the helm. See this vehicle’s game statistics in the emplaced rig stat block at the end of this subclass. You determine the vehicle’s appearance. Choose the vehicle’s form: Barrager or Wrecker.

If the mending spell is cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points or after 1 hour. You can dismiss it early as an action.

Once you create a rig, you can’t do so again until you finish a long rest or until you expend a spell slot of 1st level or higher. You can have only one rig at a time and can’t create one while your rig is present.

Custom Rig

Rigs are often expressions of their artificers, whether their classy or ramshackle, each of their makers adds a unique touch. Starting at 5th level, pick two minor upgrades from the “Rig Upgrades” list. If an upgrade has a prerequisite, you must meet that prerequisite in order to benefit from the upgrade.

You gain one major upgrade at 9th level, one additional minor upgrade at 12th level, and one additional major upgrade at 15th level.

You can change your rig’s upgrades whenever you finish a short or long rest, provided you have tinker’s tools in hand.

Improved Armaments

At 9th level, the weapons on your rig become more powerful:

  • The rig adds your spell attack bonus to the rig’s attack rolls.
  • The rig’s damage rolls all increase by 1d8.
  • Once per round, when you hit a creature with a weapon on your rig, you can force them to succeed a Dexterity saving throw against your spell save DC or become prone.

Upgraded Rig

Starting at 15th level, you’ve perfected your emplaced rig into well-oiled machine:

  • As a bonus action, you can give the rig temporary hit points equal to your proficiency bonus + your level in this class, replacing any temporary hit points you already have. You can use this a number of times equal to your Intelligence modifier (minimum of once), you regain all expended uses when you finish a long rest or until you expend a spell slot of 1st level or higher to use it again.
  • The rig’s speed increases by 20. In addition, it gains a climb and swim speed equal to its walking speed.
  • The rig’s AC increases to 20.

Rig Upgrades

Artificers who have these demolition rigs often take pride in their work, fine-tuning their machines to be something they have complete knowledge of in battle or during experimentation. They add their own customizations and personalizations that add an extra panache to their inventions.

Some of these upgrades require your targets to make a saving throw to resist the effect. The saving throw DC is equal to your Spell Save DC.

Minor Rig Upgrades


Anti-Gravity Reactors

Prerequisite: 7th level


When you take the Dash action, you gain 20 flying speed until the end of your turn.

Arcane Missile Rack

Prerequisite: Wrecker Rig form


As an action, you can cast the magic missile spell at 2nd level without expending a spell slot. This increases to 3rd and 4th level, when you reach 9th and 15th level in this class. Once you use this feature, you cannot use it again until you finish a short or long rest.

Emergency Repairs


When your rig is reduced to 0 hit points, roll 1d6. On a 6, you return to 1 HP and ignore the damage. Once you use this feature, success or failure, you cannot use it again until you finish a short or long rest.

Explosive Electro-Vents

Prerequisite: Wrecker Rig form


As an action, you can unleash a charge of electrified magical energy from your rig dealing 1d4 + your Intelligence modifier lightning damage within a 5-foot radius centered on yourself. Creatures hit by this have disadvantage on attacks rolls against you until the start of your next turn. Your rig loses hit points equal to the damage dealt afterwards.

Hellfire Ammunition

Prerequisite: Barrager Rig form


You alter your ammunition to have explosive capabilities. When you hit a target with a successful attack from your cannon, all creatures within 5 feet of the target must succeed on a Dexterity saving throw or take 1d6 fire damage.

Integrated Weapon

Prerequisite: Barrager Rig form


You’ve installed a weapon to accompany your cannon for close-range engagements, while inferior to wrecking tool, it gets the job done. Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.

Additionally, when you use your action to attack using your cannon, you can use your bonus action to strike at a creature within melee range. Make a melee attack roll. The attack roll uses the rig’s Strength modifier, and you are proficient with the attack. On a hit, the attack deals bludgeoning, piercing, or slashing damage (your choice) equal to 2d6 + your rig’s Strength modifier.

Rapid Fire Cannon

Prerequisite: 7th level, Barrager Rig form


If you make a critical hit with your cannon, you can make another attack against the same target. If the original target is destroyed, disappears, or dies before the attack hits you may choose another target.

Siege Frame

When you take the Shove action, you deal 2 bludgeoning damage on hit, and you deal 10 bludgeoning damage when you hit objects and structures. This damage increases by 2 at 5th, 9th, and 15th level.

Stabilizers

Prerequisite: 7th level


Your rig has advantage on ability checks and saving throws to avoid becoming grappled, prone, or being pushed.

Major Rig Upgrades


Arcane Blitz


As an action, you can unleash a line of arcane firepower. Choose a point within 30 feet to make a wall up to 30 feet long, 10 feet high, and 1 foot thick. The wall is opaque and lasts for the duration. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 2d10 + your Intelligence modifier (minimum of one) fire damage, or half as much damage on a successful save. Once you use this feature, you cannot use it again until you finish a short or long rest.

Overcharged Strikes


As a bonus action, you can overcharge your weapons. Until the start of your next turn, whenever you make a successful attack, you deal extra lightning or thunder damage (your choice) equal to half your artificer level, rounded up. You can charge your weapons this way a number of times equal to your Intelligence modifier (minimum of once), and regain all uses after a short or long rest.

Typhoon Saws


As an action, a blade shoots out in a line 15 feet long and 5 feet wide from you in a direction you choose. Each creature in the line must make a Dexterity saving throw, taking 4d4 lightning damage on a failure and half as much on a success. If the line from the initial throw of this blade hits a piece of terrain or object Medium or larger, repeat the line from that object in a new direction that doesn't overlap the object it ricocheted off, forcing all characters caught within to make a Dexterity saving throw, taking 4d4 lightning damage on a failure and half as much on a success. Once you use this feature, you cannot use it again until you finish a short or long rest.

Whirlwind Thrash


As a bonus action, you can cause each creature within 10 feet of you to make a Dexterity saving throw, taking 1d8 + your Intelligence modifier (minimum of one) lightning damage on a failure and half as much on a success. You can use this feature a number of times equal to your Intelligence modifier, and regain all expended uses after a short or long rest.


Emplaced Rig

Large vehicle (300 lb.)


  • Creature Capacity 1 Small or Medium creatures
  • Cargo Capacity 100 lb.
  • AC 18
  • Hit Points equal the emplaced rig’s Constitution modifier + your Intelligence modifier + five times your level in this class (damage threshold 5)
  • Speed 0 ft.

STR DEX CON INT WIS CHA
14 (+2) 10 (0) 14 (+2) 0 0 0

  • Damage Immunities poison, psychic
  • Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned, unconscious

Ejector. If the emplaced rig drops to 0 hit points, the operator is ejected from it and lands in an unoccupied space within 5 feet of the vehicle.

Prone Deficiency. If the emplaced rig falls prone, it can't right itself and is incapacitated until pulled upright.

Might of the Master. The following numbers increase by 1 when your proficiency bonus increases by 1: the bonuses to hit and damage of its attacks.

Action Stations

Helm (Requires 1 Crew and Grants Half Cover). Operate the emplaced rig. While inside the emplaced rig’s helm, the operator uses the vehicle's speed and action options, and the pilot has half cover.

Actions

Multibarrel-Barreled Cannon (Barrager Only). Ranged Weapon Attack: +2 to hit, range 120/480 ft., one target. Hit: 2d8 + 2 fire damage. Targets hit by this are pushed 5 feet away from you in a straight line.

Force-Empowered Slam (Wrecker Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target you can see. Hit: 2d8 + 2 force damage. Double the damage if the target is an object or a structure.

Credits

This subclass was created by Chilroy. I can be found as /u/Jagganoth on /r/UnearthedArcana, or on twitter @True_Byrdman. If this contents of this document or any other of mine inspired you, please give credit duly.

 

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