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## Artificer - Powdermaster Explosives are an Artificer's best friend. All across Magatama, tinkerers and engineers alike experiment with volatile powders and dangerous chemicals to create devastating detonations like no other. Miners used dynamite to clear out caves beneath the Metal Mesas, while festival officials in Eiji light fireworks to celebrate the holidays. ### Powder Proficiency When you adopt this specialization at 3rd level, you gain proficiency with alchemist's supplies. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice. In addition, you gain access to new artificer infusions as shown in the Powdermaster Infusions list. Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a Powdermaster Infusion. ### Bonus Spells Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Alchemist 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 | Powdermaster Spells | |:---:|:---:| | 3rd | Burning Hands, Color Spray | | 5th | Pyrotechnics, Shatter | | 9th | Fireball, Melf's Minute Meteors | | 13th | Fire Shield, Wall of Fire | | 17th | Flame Strike, Immolation | ### Explosives Expert At 3rd level, you can create bombs that you can throw at your foes. As an action, you can create an explosive and throw it at a point within 20 feet of you, which causes an explosion in a 5-foot-radius centered on that point. Each creature within the radius must succeed on a Dexterity saving throw against your spell save DC or take 2d6 fire damage. This damage increases by 1d6 when you reach 5th level (3d6), 11th level (4d6), and 17th level (5d6). You can use this ability a number of times equal to your Intelligence modifier. You regain uses of this ability when you finish a Long Rest. \columnbreak ### Piercing Powder Beginning at 5th level, your chemicals and explosives are above and beyond the normal elements. Any spell you cast or explosive you create ignores resistance to fire damage. ### Bomb Technician Starting at 9th level, your experimentations have expanded your Powdermaster arsenal. The damage dealt by your Explosives Expert feature is now halved on a successful saving throw instead of dealing no damage. In addition, you can restore all uses of your Explosives Expert feature when you complete a short rest. You can only use this ability once per long rest. ### Master Exploder At 15th level, your skill in creating and arming explosives are unparalleled. You can choose to use your Explosive Expert feature as a Bonus Action. In addition, creatures with immunity to fire damage are treated as resistant to fire damage against your spells and explosives. \pagebreakNum ## Powdermaster Infusions #### Concussive Blast Creatures that fail the Saving Throw against the bombs from your Explosive Expert feature have their movement speed halved and must roll a d4 and subtract the number rolled from their next attack roll or saving throw. This effect lasts until the end of their next turn. #### Explosive Arrows When making a weapon attack using a ranged weapon such as a heavy crossbow or longbow, you can attach a bomb from your Explosive Expert feature to the ammunition as part of the same attack. Use the range of the weapon in place of the bomb's, and roll both the weapon's damage and the bomb's damage at the same time on a successful hit. The target makes the saving throw against your bomb as normal. Damage dealt by the bomb in this way is unaffected by critical hits. #### Fireworks You can choose to double the range and radius of a bomb you create using your Explosives Expert feature, and add 1d6 to the damage roll. #### Remote Detonation When using your Explosives Expert feature, you can choose to delay the detonation until you so choose by using your bonus action or reaction. You can attach your explosives onto surfaces such as walls, floors, and ceilings, and can detonate multiple bombs using one bonus action or reaction. Creatures affected by more than one explosive detonation at a time only take damage from one source of damage. Explosives that remain undetonated last until you finish a long rest, after which they become inert. #### Rocket Jump Using your Explosives Expert feature, you throw a bomb at your feet, targeting the square you occupy. You automatically succeed on the saving throw, and can jump a number of feet in a direction of your choosing equal to 5 times your Intelligence modifier (minimum of 5 feet). This movement does not provoke opportunity attacks, and you do not take damage from your own bomb. #### Scorched Earth Your bombs ignite surfaces and creatures that fail the Saving Throw against them for 1 minute. Creatures ignited or standing on burning terrain take 1d6 fire damage at the start of their turns. Ignited creatures can use their Action to extinguish the flames, ending the effect. \columnbreak #### Shaped Charges When you create a bomb using your Explosive Expert feature, you can select creatures you can see to automatically succeed on their saving throw. Creatures chosen in this way take no damage if they would normally take half damage on a successful save. #### Siege Master Your bombs deal maximum damage to structures, and creatures with the construct type have disadvantage on saving throws against your bombs and spells. #### Smoke Bomb When using your Explosive Expert feature, you can choose to have the bomb emit a 10-foot-radius sphere of smoke originating from the target area. The sphere spreads around corners, and its area is heavily obscured. The smoke lasts for 10 minutes or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.