Artificer : Explosives Expert

by Carreau

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Artificer : Explosives Expert

Explosives Expert

Artificers that become Explosives Experts are specialized in express demolition. They learn how walls, houses or bridges are done; not to build some, but to better understand their weak points so they can blow them up with more efficiency! Grenades, landmines, dynamite... They get an irrational passion for everything that can go BOOM!

Tool Proficiency

When you choose this archetype at 3rd level, you gain proficiency with the mason's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Explosives Expert Spells

Artificer Level Spells
3rd Thunderwave, Fog Cloud
5th Pyrotechnics, Shatter
9th Fireball, Glyph of Warding
13th Wall of Fire, Gravity Sinkhole
17th Immolation, Wall of Stone

Landmines, Grenades and Dynamite !

Beginning at 3rd level, whenever you finish a long rest, you can magically produce two explosives of your choice (sets of landmines, grenades, or sticks of dynamite). The explosives you craft don't have to be of the same type (you can for instance create 1 grenades and 1 landmine).

During a short or long rest, you can create additional explosives by expending a spell slot of 1st level or higher. When you do so, you create a number of explosives equal to the level of the spell slot expended (if you use a 3rd level spell slot for instance, you can create 3 explosives of your choice).

Creating an explosive requires you to have tinker supplies on your person, and any explosive you create with this feature can only be used by you and lasts until it explodes or until the end of your next long rest.

Art Credit : Wizards of the Coast

Explosives

Grenade

A small metallic globe about the size of a sling stone.

As a bonus action, you can throw the grenade (to a range of 40 feet) or hurl it with a sling (to the sling’s normal range). It detonate on impact, and each creature in a 10-foot radius must make a dexterity saving throw against your spell save DC. Creatures that fail that saving throw take 1d6 fire damage, 1d6 thunder damage, and are pushed 10 feet away from the center of the explosion. Creatures that succeed only take half damage and are not pushed. Each structure or uncarried object in the area also automatically takes 1d6 fire damage and 1d6 thunder damage.

Dynamite

An approximately 1 foot-long red stick with a small fuse.

As a bonus action, you can place the dynamite stick on a free space on the ground or glue it on a structure (a wall, a door, a statue etc.) next to you. It detonates at the end of your next turn. When the dynamite detonates, it deals 1d10 fire damage and 1d10 thunder damage to every creature, structure or uncarried object in a 15-foot radius.

Alternatively when you place the dynamite stick, you can choose an other duration before it detonates, up to a maximum of 10 minutes. The dynamite stick always explodes at the end of one of your turns.

Landmines

A bunch of small metal discs that explode when stepped on once placed on an horizontal surface.

As a bonus action, you can set up these tiny metal discs to cover a level, square area that is 10 feet on a side. There must be no creature on the chosen area when you set up the landmines. When a creature moves across the covered area, it must succeed a dexterity saving throw or trigger the landmines. When triggered, the landmines detonate and the creature that triggered them takes 2d4 fire damage, 2d4 thunder damage and falls prone. The movement speed of that creature is then reduced by 10 feet until it regains at least 1 hit point.

Any creature that can’t see the area at the time the landmines are set up must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.

Destructive Tools

Beginning at 5th level, you learn how to make even more destructive explosives ! Once per turn, when one of your Explosives detonates, or when you cast an artificer spell, roll a d8 : you gain a bonus to one of the damage rolls equal to the number rolled.

Moreover, your spells and explosives also deal double damage to structures and objects.

Controlled Demolition

Starting at 9th level, when you use an explosive or when you cast a spell from the Explosives Expert spell list, if it has a radius or a cube specified, you can increase or decrease that radius or cube by 5feet.

Blast Master

By 15th level, explosives have no more secrets from you.

  • You gain resistance to the damage of your own spells and explosives.
  • You can cast the spell Delayed Blast Fireball once without expending a spellslot. You must finish a long rest before you can cast it again with this feature.
  • Magical barriers that can be destroyed by the Disintegrate spell (like Wall of Force, Otiluke Resilient Sphere, etc.) are also destroyed when they should take damage from one of your explosives.

Homebrew lovingly made by LeRoiDeCarreau

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