Arsonist (5e Subclass)
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|Original artwork by Jose Vega|
For some, fire is a fearful thing. For others, it can be a symbol of progress. Bringer of energy, heat, life and death alike; it’s said that a few have even fallen in love with it. The Arsonist is an artificer who has honed their talents and magical abilities while focusing on one thing, and one thing only: to create an instrument capable of bringing their beautiful flames to all things. Be it for the sake of duty or coin, Arsonists revel in the incendiary destruction of the world around them.
When you adopt this specialization at 3rd level, you gain proficiency with firearms. You also gain proficiency with smith's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Arsonist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
|3rd||burning hands, hellish rebuke|
|5th||aganazzar's scorcher, scorching ray|
|9th||fireball, melf's minute meteors|
|13th||fire shield, wall of fire|
|17th||destructive wave, immolation|
Beginning at 3rd level, you've learned how to create a magically-powered portable flamethrower. Using tinker's tools or smith's tools, you can perform a 1 hour long ritual to create your arcane flamethrower in an unoccupied space on a horizontal surface within 5 feet of you. Once you create a flamethrower, you can't do so again until you finish a long rest or until you expend a spell slot to create one. You can have only one flamethrower at a time and can't create another while your current one is present.
The flamethrower is a magical object, functioning as a ranged weapon of the firearm category. You can use it as a spellcasting focus for your artificer spells, and a target for your artificer infusions. During the process of creation, you determine its appearance and which type it is, choosing from the options on the Arcane Flamethrowers table.
|Spitter||Firearm, Range 30/90. When rolling for attack and damage, use your spellcasting ability modifier instead of your dexterity. On a hit, the target takes fire damage equal to 1d10 + your ability modifier and proficiency bonus.|
|Heavy Duty||Firearm, Special, Two-Handed. When attacking, it exhales fire in a 15-foot cone that you designate. Each creature in that area must make a Dexterity saving throw against your spell save DC; taking fire damage equal to 2d6 + your ability modifier on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried. You can use this attack a number of times per long rest equal to double your proficiency bonus.|
It breaks down and becomes unusable if you are reduced to 0 hit points. You can also choose to dismantle it in a ritual which takes 1 hour to perform. If the flamethrower is lost or taken too far from you, you can then dismiss it as an action; thus enabling you to create a new one.
From 5th level onwards, you have the ability to deconstruct magical weapons and integrate them into your flamethrower. Whenever you encounter a non-wooden magical weapon, you may spend 1 hour modifying your current flamethrower to grant it the properties of the deconstructed weapon. Doing so destroys the original item. You can only integrate the benefits of one magical weapon at a time, but they are retained even if the flamethrower is reconstructed. Performing this process with a new magical weapon will replace the previous properties.
Also at 3rd level, your relish for flames manifests itself even in your magic:
- When you cast an evocation spell through the flamethrower, all damage types are changed to fire.
- Whenever you cast a spell (1st level or higher) that normally deals fire damage, the targets must make a Constitution saving throw. They catch on fire on a failed save, taking 1d6 damage at the start of each of their turns. A creature can end this condition by using its action to extinguish the flames. The fire damage increases to 2d6 at 7th level, 3d6 at 11th level, and 4d6 at 15th level.
At 5th level, you learn to modify your flamethrower’s internal structure, making it more advanced and reliable:
- Any spell you cast through the flamethrower that deals damage of any type, now deals fire damage instead.
- Your attacks and spells ignore resistance to fire damage.
- When you reduce a creature to 0 hit points with damage caused by a spell, you can use your bonus action to regain one spell slot with a level lower than the spell you just cast (minimum of 1). You can't regain spell slots higher than 3rd-level, and once you use this feature, you can't use it again until you finish a long rest.
At 9th level, you've learned new ways to use your flamethrower in battle, charging it with extra power to better and further incinerate your foes. You gain a number of charges equal to half your proficiency bonus (rounded up). As an action, you can expend one charge to perform one of the following maneuvers:
- Roaring Burst (Heavy Duty only): You spray everything in a 20 feet long, 10 feet wide line in front of you. Each creature in that area must make a Dexterity saving throw, taking 3d8 fire damage on a failed save or half as much damage on a successful one. The area remains conflagrated for a number of rounds equal to your proficiency bonus, and any creature who enters or starts its turn in the area takes 1d8 fire damage.
- Ring Torrent: You activate your flamethrower in a spinning motion, catching all those around you. Creatures within 10 feet of you must make a Dexterity saving throw, taking 5d6 fire damage on a failed save or half as much damage on a successful one.
- Explosive Blast (Spitter only): You release a concentrated shot onto a single creature you can see within 30 feet of you. Make a ranged spell attack against the target. On a hit, the target takes 8d6 fire damage. You have advantage on this attack if the targeted creature is currently on fire.
A charge can be expended only once per turn. You regain all expended charges when you finish a long rest.
Master of Ignition
At 15th level, no living creature can escape from your flames:
- All instances of fire damage now can cause the targets to catch on fire.
- Your attacks, spells and abilities ignore resistance to fire damage, and treat immunity as resistance.
- The fire exhaled from Heavy Duty now ignites any flammable objects in the area, including those that are being worn or carried. This includes the Roaring Burst and Ring Torrent features.