Demolitionist Artificer

by Sharkbait

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Demolitionist

Demolitionists are the artificers who've embraced the destructive potential of their trade, creating magical devices that can clear mountains and topple titans. Not all demolitionists are mad bombers, though- some use stealth to take down targets from afar, or even just use them as a distraction to get the upper hand. They always know the best way to use their explosives, as they can be very versatile and useful in many scenarios.

Tools of the Trade

When you adopt this specialization at 3rd level, you gain proficiency with 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

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown on the Demolitionist Spells table. These spells count as artificer spells for you, but they don't count against the number of spells you prepare.

Artificer Level Spell
3rd Burning Hands, Earth Tremor
5th Blindness/Deafness, Flaming Sphere
9th Fireball, Pulse Wave
13th Fire Shield, Gravity Sinkhole
17th Flame Strike, Immolation

Agile Escape

At 3rd level, your work with bombs has made you extra nimble and able to dodge blasts more easily. As a reaction, you can add your intelligence modifier Dexterity saving throws. You can do this a number of times equal to your intelligence modifier (minimum of 1), regaining all uses on a long rest

Arcane Explosives

Starting at 3rd level, you learn how to make a variety of different kinds of explosives. During a long rest, you can make a number of bombs equal to your Intelligence modifier (minimum of 1), provided you have smith's tools on hand. You can also create a bomb as an action by expending a spell slot and have smith's tools in hand. You cannot use this bomb on the same turn as you create it. You can choose the type of each bomb, as shown on the Bomb Type table. If a bomb requires a saving throw or ability check, it uses your spell save DC. The maximum number of bombs you can have at a time is equal to your Intelligence modifier (minimum of 1). All the bombs last until you use them or until you finish a long rest.

Bomb Type Effect
Standard Bomb As an action, you can throw this bomb at a location within 60 feet of you. Every creature within a 10-foot radius of the bomb must make a Dexterity saving throw, taking 3d6 fire damage on a failed save, or half as much as a successful one. The fire ignites any flammable objects in the area that aren't worn or carried.
Remote Bomb As an action, you can arm and place a bomb within 30 feet of you. This bomb does not ignite immediately. Instead, it ignites after one minute or when you ignite it as a bonus action. When it ignites, every creature within 10 feet of the bomb must make a Dexterity saving throw, taking 3d6 fire damage on a failed save, or half as much as a successful one. The fire ignites any flammable objects in the area that aren't worn or carried. A creature can try to disarm the bomb by using an action to make a check with thieves' tools against your spell save DC. If they succeed, the bomb is disarmed, and it cannot ignite. If they fail, nothing happens. If they fail by five or more, the bomb immediately ignites, and they have disadvantage on the Dexterity saving throw to avoid it. You can only have a number of bombs equal to half of your proficiency modifier up at a time.
Smoke Bomb As an action, you can throw this bomb at a location within 60 feet of you. It explodes in a bright flash of light. Any creatures that are in a 10-foot radius of the bomb when you throw it must make a Constitution saving throw. On a failed save, they are blinded for 1 minute. The target can make a Constitution saving throw at the end of each of its turns. On a success, the blinded condition ends. The bomb also emits smoke in a 10-foot radius, making it heavily obscured. A strong wind can blow the smoke away in 1 round. The smoke lasts for 1 minute.

Blast Sculptor

At 5th level, you learn how to protect some people from the full effect of your bombs. Whenever you use one of your bombs, you can choose a number of people in the blast radius equal to your Intelligence modifier (minimum of 1) to automatically succeed on the saving throw.

Enhanced Arsenal

At 9th level, every bomb you make is much more powerful.

  • Your Standard Bomb and Remote Bomb damage changes to 4d6 fire damage.
  • The radius on all of your bombs increases to 20 feet.
  • You can detonate all Remote Bombs as a single bonus action or separately.

Destructive Potential

By 15th level, your constant work with explosives has seeped its way into every aspect of your artifice:

  • You gain immunity to fire damage
  • As an action, you can take one of your infusions and throw it up to 60 feet away. Every creature within a 30-foot radius of the infusion must make a Dexerity saving throw, taking a number of d6's equal to half of your artificer level in force damage on a failed save, or half as much on a successful one. This action destroys the used infusion.
Credits


"Techies Demolitions" by Jenny Defensor
"Gruul Demolitionist" by Ryan Kennedy
"Dwarvern Demolitionist" by LightFace
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