Drict's Demolitionist Artificer Specialist

by TheTranMan

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Artificer Specialist

Demolitionist

A Demolitionist, otherwise known as a Grenadier, Explosives Expert, or Bombardier excel in creating and utilizing devices that explode. Trained in warfare with a military background commanding artillery, or demolishing structures with arcology engineering, or bedrock blastrock mining, these weapon experts practice the art of the explosive craft. Applying alchemical theory, projectile or explosive experiments, or manufacturing munitions, demolition work is their trade.

Demolitions

The following rules expect you to use the Drict's Weapons Re-Written Rules for Explosives.

Demolitionist Specialist Features
Level Feature
3rd Explosives Expert, Demolitionist Spells, Arcane Explosives
5th Bigger Brutal Bombs, Siege Weapons Master
9th Demo Master
15th Explosives Mastery

Explosives Expert

3rd-Level Demolitionist Artificer feature


You gain proficiency with the Demolitions Skill. You also gain proficiency wtih Alchemist's Supplies. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Demolitionist Spells

3rd-Level Demolitionist Artificer feature


You always have certain spells prepared after you reach particular levels in this class, as shown in the Demolitionist Spells table. Those spells count sa artificer spells for you, but they don't count against the number of artificer spells you prepare.

Demolitionist Spells

Artificer Level Spell
3rd catapult, faerie fire
5th flaming sphere, shatter
9th erupting earth, fireball
13th force missiles, resilient sphere
17th destructive wave, flame strike

Arcane Explosives

3rd-Level Demolitionist Artificer feature


You manufacture explosives with magical flairs. Whenever you finish a long rest, you can magically create two special Arcane Explosives using your Alchemist's Supplies. Each Arcane Explosive is considered a Powder Bomb, but when you make one, you can choose to enhance it with one of the following types of Explosive Enchantments, the effects of which uses your Artificer Spell Save DC:

Explosive Enchantments
  • Elemental Bomb. When the bomb detonates, it deals your choice of Acid, Cold, Lightning, or Poison damage instead of Fire.
  • Blinding Bomb. When the bomb detonates, the flash of light it makes is incredibly intensive, and the creatures affected must also make a Constitution saving throw or become blinded until the end of its next turn if their vision relies on sight.
  • Bursting Bomb. When the bomb detonates, pressure built up is so heavy that creatures affected must also make a Strength saving throw or be pushed 10-feet away from the center point of the explosive's origin.
  • Concussive Bomb. When the bomb detonates, it deals Thunder damage instead of Fire, and the creatures affected must also make a Constitution saving throw. On a failed save, the creature becomes deafened for 1 minute. If the creature fails by 5 or more it is also stunned until the end of its next turn.
  • Terror Bomb. When the bomb detonates, a terrifying shriek or horrifying wail predates its explosion, and the creatures affected must also make a Wisdom saving throw. On a failed save, the creature becomes frightened of you for 1 minute. A creature can attempt to steel themselves by making a Wisdom check against your spell save DC to end the frightened condition.

These Arcane Explosives are volatile and must be handled delicately. When first created, you place them into a safe and inert state, but they can be primed for detonation with a touch as a bonus action or as part of the action used to throw the bomb.

Once primed, they become unstable, and detonate at the start of your next turn or if they impact a surface with enough thrown force.

When you reach certain levels in this class, you can enhance more Arcane Explosives at the end of a Long Rest: Two at 6th-Level, and Three at 15th-Level.

Bigger Brutal Booms

5th-Level Demolitionist Artificer feature


You've learned how to prime your explosives and really stuff more blastpowder into each bomb. Whenever you roll for damage with an explosive or to one roll of a spell, you add your Intelligence modifier to the total damage roll. Additionally, the size range of your explosive's area of effect increases by an additional 5 feet.

Siege Weapons Master

5th-Level Demolitionist Artificer feature


You have mastered how to operate heavy siege weapons such as cannons, catapults, or ballistas with ease. When you are operating a Siege Weapon that requires an action to load or aim, you are capable of performing one of those actions as a bonus action instead.

Demo Master

9th-Level Demolitionist Artificer feature


Explosives you detonate are now more destructive:

  • The explosive's damage roll increases by an additional 1d6 x half your Proficiency modifier (minimum of +2d6).
  • The explosives deal double damage to objects and structures.

Explosives Mastery

15th-Level Demolitionist Artificer feature


You have been exposed to so many near-death explosions and the constant threat of going up in flames that you've learned how to avoid them or lessen their impacts:


  • Blastproof. You gain resistance to Fire and Thunder damage, and you are immune to the deafened condition.
  • Unshaken. You have advantage on Saving Throws against being Blinded or Stunned.
  • Evasion. If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
 

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