Demolitionist

Demolitionists are explosive experts who specialize in the deft application of magical incendiaries. In times of war, they are valued as bombardiers and grenadiers who can set traps, break down fortifying barriers, and dispatch large groups of enemies. In times of peace, they can clear land for the creation of mines and settlements or efficiently break down decaying structures to make room for new construction.

 

Level 3: Tool Proficiency

You gain proficiency with potter’s tools. If you already have this tool proficiency, you gain proficiency with another type of artisan’s tools of your choice.

 

Level 3: Demolitionist Spells

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

 
Demolitionist Spells
Artificer LevelSpells
3Fog Cloud, Ice Knife
5Knock, Shatter
9Fireball, Stinking Cloud
13Sickening Radiance, Vitriolic Sphere
17Cloudkill, Synaptic Static
 

Explosive Charges

You learn how to produce magical explosives. When you finish a long rest, you can use potter’s tools or tinker’s tools to magically create a number of explosive charges equal to half your artificer level, rounded up. When you finish your next long rest, any charges you have cease functioning.

As an action, you can expend and throw one of your charges to a point you can see within 60 feet of you. When you do, you decide its type, choosing from one of the options on the Explosive Charges table. When the charge detonates, it explodes in a 10-foot radius sphere centered on the point to which you threw it. Any creature within the sphere that isn’t behind full cover must make a Dexterity saving throw against your spell save DC. Each creature that failed its saving throw, as well as any structure and object that isn’t being worn or carried, takes 2d6 force damage. A creature that succeeds on its saving throw takes half damage. The explosion emits a thunderous boom audible out to a range of 300 feet.

If you have no charges, you can use potter’s tools or tinker’s tools as an action and expend a spell slot to magically create a number of charges equal to the level of the expended spell slot.

The damage of your explosive charges increases by 1d6 when you reach certain levels in this class: 9th (3d6), 15th (4d6), and 20th (5d6).

 
Explosive Charges
Charge TypeEffect
Force GrenadeThe charge detonates on impact.
Proximity MineThe charge can be thrown only to a point on a solid surface, onto which the charge adheres until it detonates or deactivates. The next time a creature other than you or another thrown charge comes within 10 feet of the charge, it detonates. The charge deactivates after 1 hour or when you use your action to touch the charge and deactivate it. If you use this action, you regain the expended charge.
Timed DetonationThe charge can be thrown only to a point on the ground. When you throw the charge, it detonates after 1 minute. At the start of your turn, you can choose for the charge to detonate early. Before it detonates, any creature that can touch the charge can use its action to throw the charge to a different point on the ground within 60 feet of it.
 

Level 5: Bombs Away

When you use your action to create one or more explosive charges or to throw an explosive charge, you can immediately throw one as a bonus action. This bonus charge must be a Force Grenade.

 

Level 9: Modified Charges

When you use your action to throw an explosive charge, you can choose to apply one of the following modifications to it.

Flash Boom. The charge’s explosion deals radiant damage instead of force, and requires a Constitution saving throw instead of Dexterity. If a creature fails its saving throw against the charge, it is blinded and deafened until the end of your next turn. Once a creature makes a saving throw against this modification, it has advantage on further saving throws made against this modification for 10 minutes.

Heavy Ordnance. The charge’s explosion deals double damage to objects and structures, has a radius of 20 feet, and is audible out to a range of 600 feet. Incendiary Powder. The charge’s explosion deals fire damage instead of force damage, gains a bonus to its damage roll equal to your Intelligence modifier, and ignites any flammable objects in the area that aren’t being worn or carried.

 

Level 15: Glorious Grenadier

When you finish a short rest, you can use potter’s tools or tinker’s tools to magically create a number of explosive charges up to your Intelligence modifier (minimum 1). Additionally, whenever you cast an artificer spell that deals damage in a sphere, you deal an additional 1d6 damage to each creature that takes damage from the spell this turn.


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