Demolitionist V1.1
Demolitionists are a different breed of Artificer. While most artificers use their knowledge, creativity and mechanical/magical knowhow to create new wondrous and sometimes dangerous things, a Demolitionist goes in the exact opposite direction. Anything a Demolitionist creates is typically as a means to an end to destroy or break things. Most individuals regard Demolitionists with wary gaze, because they, like their creations, are typically quite unstable. Although when you need something to be destroyed either in a controlled or spectacular fashion, a Demolitionist has you covered.
Demolitionsist, Artificer Subclass
A Demolistionist specializes in using magic and technology to create destruction over large areas. This destructive power seemingly comes with a price. The most skilled Demolitionists are also the most unstable personalities having a shorter fuse than even the most touchy of politicians. While certain industries and groups value their skills, few are willing to risk working with a Demolitionist long term or consistently due to their seemingly ubiquitous personality quirks
Tool Proficiency
When you adopt this specialization at 3rd level, you gain proficiency with Mason’s or Smith’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 Demolistionist Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.
| Artificer Level | Spells |
|---|---|
| 3rd | Magnify Gravity (EGW), Thunderwave |
| 5th | Immovable Object (EGW), Shatter |
| 9th | Melf's Minute Meteors, Pulse Wave (EGW) |
| 13th | Gravity Sinkhole (EGW), Storm Sphere |
| 17th | Destructive Wave, Maelstrom |
Packaged Explosives
At 3rd level, you learn to embrace your destructive nature. Over the course of a long rest you create a satchel which magically creates all the materials you need to create basic explosives. Due to the unstable nature of these basic explosives, they are rendered inert at the end of your next turn if they are not used. You may use your reaction to set off any and all explosives of your choice within 60 feet of you.
Basic Explosives
As an action you can withdraw or create from your satchel a Basic Explosive and then hurl it up to a point 60 feet away, it then explodes in a 5 foot radius, alternatively it rests in that space and does not explode. Creatures caught within this explosion may make a dexterity saving throw against your Artificer spell DC (8 + proficiency + intelligence modifier), taking 1d6 slashing, piercing, bludgeoning, fire, thunder damage, or any combination of those if you roll more than 1 damage die (your choice) on a failure, taking no damage on a success.
Basic Explosives' damage increases by 1d6 when you reach certain levels in this class. At 5th level (2d6), 11th level (3d6), and 17th level (4d6) in this class.
Advanced Explosives
Additionally, at the end of each long rest you can create a number of Advanced Explosives equal to your proficiency modifier. These advanced explosives remain active until you use this feature again.
As an action you can withdraw from your satchel an Advanced Explosive and then hurl it up to a point 60 feet away, it then explodes in a 10 foot radius. Creatures caught within this explosion may make a dexterity saving throw against your Artificer spell DC (8 + proficiency + intelligence modifier), taking 3d6 slashing, piercing, bludgeoning, fire, thunder damage, or any combination of those (your choice) on a failure, or half as much on a successful one.
The Advanced Explosives damage increases by 1d6 when you reach 5th level (4d6), 11th level (5d6), and 17th level (6d6) in this class.
In addition to the damage for your Advanced Explosives, select one of the following options as an added effect.
- Creatures in the radius of this explosion must make a Strength Saving Throw or be pulled towards the center of the explosion, ending this forced movement in the closest empty space.
- Creatures in the radius of this explosion must make a Strength Saving Throw or be pushed 15 feet away from the center of the explosion and knocked prone.
- Creatures must make a Constitution Saving throw or become deafened or blinded (your choice). This effect lasts for a number of rounds equal to your half your proficiency bonus rounded down. Creatures affected by this feature may repeat the saving throw at the end of their turn, ending the effect on a success.
Explosives can be launched using other methods, such as slings, slingshots, bows/arrows. However you wish to flavor these explosives. Regardless of the methodology the maximum distance an explosive can travel before going off is 60 feet. There is an exception to the above rule, Explosives can be used in conjunction with spells such as catapult, in such instances the explosive travels the distance as defined by the spell. It then explodes upon contact with a creature or object, or at the point of your choosing along the path.
Homebrew Powder
Starting at 5th level, you have learned a unique blend of ingredients to create more potent explosions. All Artificer spells & abilities that can affect an area deal 1d4 additional damage. This additional damage increases to 2d4 at 11th level, and 3d4 at 17th.
Additionally all Artificer spells spells and abilities that affect an area now deal “Siege Damage” to objects and structures.
Siege Damage: Damage dealt to objects and structures is doubled by effects and attacks which deal Siege damage.
Bigger Explosives
Starting at 9th level your Basic and Advanced Explosives can have their radius increased by an additional 5 feet if you choose to do so. Using this ability, you choose the radius for your Explosives upon use, not creation.
Additionally, you now create and hurl a Basic Explosive as bonus action or as an action, but you are only able to use one Basic Explosive per round.
Bringing down the House
Starting at 15th level you mastered the art of bringing down structures. Over the course of 1 hour you can rig a structure no more than 50 ft cube or 8 hours to bring down a structure no more than a 500 ft cube, to implode causing no damage to surrounding structures. The course of this work includes exploring the building finding key structural pieces to target.
If you do not care about collateral damage, or are pressed for time, a more "spectacular" approach can be utilized. Over the course of 10 minutes you can rig a structure no more than 50 ft cube or 1 hour to bring down a structure no more than a 500 ft cube, to explode violently damaging nearby structures, creatures, and objects as if a trebuchet was fired at them. The location for the debris "targeting" is entirely up to the gm. The course of this work includes exploring the building finding at least one key structural pieces to target, but primarily just a heaping pile of explosives towards the center.
Additionally, Artificer spells and abilities that have an area of effect have their radius increased by up to 5 feet, or up to 5 additional feet on a side for "cubes". Using this ability, you choose the radius or size for your abilities and spells upon use.
New Infusion
Magic Bomb
Prerequisites: 6th level, and a throwable object(s)
You infuse implosive power into an object which you can throw. As an action, you or any creature holding the Magic Bomb can throw it up to 60 feet away. Upon collision with any object or creature the magic bomb detonates affecting all creatures, objects, and structures in 20 foot radius. Each creature in this radius must make a Constitution save taking 2d6 thunder damage and 2d6 force damage and be pulled up to 10 feet towards where the magic bomb landed on a failed save or half as much damage and not pulled on a successful save. Objects & structures take double damage, and objects that aren't being held automatically fail this saving throw and fly to the center of the implosion.
At 11th level the damage increases to 3d6 thunder and 3d6 force, and 17th to 4d6 thunder and 4d6 force.
You make a number of magic bombs equal to half your proficiency bonus rounded up, and at the conclusion of a short rest you can remake 1 magic bomb and 1 advanced explosive if you are a Demolitionist.
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Changelog
V1.1 Released 10/10/21
- Balance pass
- Reduced homebrew powder to 1d4 from 1d10, and added scaling to the ability