Detonator
Detonator
Artificers who have thrown aside their talents of creation in favor of destruction and chaos walk the path of a Detonator. A deadly foe on the battlefield, and a trickster at heart, crossing a Detonator could result in the end of your life at the press of a button.
Tool Proficiency
Detonator Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Detonator 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 | Spell |
|---|---|
| 3rd | Cause Fear, Hellish Rebuke |
| 5th | Vortex Warp, Wristpocket |
| 9th | Melf’s Minute Meteors, Pulse Wave |
| 13th | Vitriolic Sphere, Wall of Fire |
| 17th | Destructive Wave, Synaptic Static |
Arcane Bombs
Beginning at 3rd level, whenever you finish a long rest, you may magically craft a number of Arcane Bombs equal to your Intelligence modifier (minimum of one), plus half your Artificer level rounded down.
When you do so, choose a type for each Arcane Bomb created this way from the table below. Effects that require a target to make a saving throw will use your Spell Save DC.
Arcane Bombs are Tiny magical objects. As a bonus action on your turn, you may detonate an Arcane Bomb, causing an effect from the table below to occur, centered on the Arcane Bomb and extending out to the specified range. Arcane Bombs are destroyed upon detonation.
Creating an Arcane Bomb requires you to have a set of jeweler’s tools in hand. Any Arcane Bomb you craft with this feature will disassemble after the end of your next long rest.
You can craft additional Arcane Bombs by expending a spell slot of 1st level or higher for each. When you do so, you choose the bomb’s type from the Arcane Bomb table. Crafting an Arcane Bomb this way takes 1 minute.
Arcane Bombs Table
| Type | Saving Throw | Range | Detonation Effect |
|---|---|---|---|
| Grenade | Dex. | 5 ft. radius sphere | Creatures and objects take 3d6 piercing damage on a failed saving throw, or half on a success. |
| Flash | Con. | 10 ft. radius sphere | Creatures take 1d6 radiant damage, and are blinded until the beginning of their next turn. |
| Poison | Con. | 15 ft. radius sphere | Creatures take 2d6 poison damage and are poisoned until the end of their next turn. |
| Pulse | Str. | 15 ft. radius | Creatures take 1d6 force damage and are knocked prone. |
Once on your turn, you can attach one Arcane Bomb to any piece of ammunition of your choice as a part of an Attack action. If not attached to ammunition, Arcane Bombs may also be used as improvised ranged weapons with the thrown property which you are proficient in, a range of 10/30, and deal 1 bludgeoning damage on a hit.
Ranged attacks made this way automatically place the Arcane Bomb in the target’s space on a hit. On a miss, roll a d6. The Arcane Bomb is placed 5 times the rolled number feet away from the target in a random direction.
Land Mines
Starting at 5th level, you’ve learned how to incorporate a level of subterfuge into your destructive arts. As an action, you can anchor an Arcane Bomb to a specific location within your reach. It gains the following properties.
-
The Arcane Bomb is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found.
-
TThe Arcane Bomb cannot be moved from the location it was anchored, unless you destroy it as a free action, or it is detonated.
-
If a creature you can see enters the Arcane Bomb’s range, you may detonate it as a reaction. It cannot be detonated in any other way.
-
The Arcane Bomb will not be destroyed if you finish a long rest.
Tactful Tactics
Starting at 9th level, your analysis of the battlefield has reached a level of mastery, which you can employ to your own benefit. Whenever you detonate an Arcane Bomb, or cast a spell that affects creatures you can see, you can choose a number of creatures equal to your proficiency bonus. The chosen creatures gain advantage on saving throws from that Arcane Bomb or spell, and they take no damage if they would normally take half damage on a successful save.
Improved Arsenal
Your Arcane Bombs gain the following benefits:
-
You can detonate up to two Arcane Bombs at a time using your bonus action.
-
You can attach up to two Arcane Bombs to ammunition at a time, or throw up to two at a time as a part of your Attack action
The below options are added to the list of Arcane Bombs you can craft from the Arcane Bombs table:
Arcane Bombs Table
| Type | Saving Throw | Range | Detonation Effect |
|---|---|---|---|
| Cryo | Con. | 5 ft. radius sphere | Creatures have a base speed of 0, and are incapacitated until they take damage or succeed on a Constitution saving throw at the beginning of their turn. |
| Molotov | Dex. | 10 ft. radius | Creatures and objects take 2d6 fire damage. Affected targets will catch fire, taking an additional 2d6 fire damage at the beginning of each of their turns until it or an ally uses their action to put out the flames. |
Blaze of Glory
Starting at 15th Level, you have engineered a method to go out in a blaze of glory. If you are reduced to 0 hit points, you can immediately cast Fireball, as if it were cast using a 9th level spell slot, centered on yourself. You are immune to damage from this spell.
Using this feature penalizes you with one failed death save. You cannot use this feature again until you finish 1d4 long rests.