Demolitionist, 2nd Variant (5e Subclass)
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|Tavish Degroot, celebrating a well earned victory. (https://www.redbubble.com/i/sticker/Demo-by-Heckin-Rissa/45053018.EJUG5)|
|“||"Didn't ya see the bloody bomb?"||”|
The Demolinistist Specialist is a subclass for the Artificer. It specializes in demolition and general chaos.
- Tool proficiency
When you adopt this specialization at 3rd level, you gain proficiency with Alchemist's supplies. If you already have this proficiency, you can choose to gain expertise in the tools or gain proficiency with one other type of artisan’s tools of your choice.
- Demolinistist Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Demolinistist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
|3rd||chromatic orb, chaos bolt|
|5th||pyrotechnics, scorching ray|
|9th||fireball, call lightning|
|13th||vitriolic sphere, gravity sinkhole|
|17th||cloudkill, destructive wave|
Master at Arms:
Starting at 3rd level, during a long rest, you can spend time creating bombs using 50gp worth of bomb-making materials, price is halved if you have expertise in Alchemist's supplies. When making the bombs, make a check using your Alchemist's supplies and divide the result by two, that’s how many bombs you make. You can also expend spell slots to craft additional bombs equal to the spell's level. You can make any number of each bomb listed in the table below: (Each bomb has a range of 30/60 but increased to 60/120 at 10th level)
Standard Fuse bomb (Dynamite): As an action, you can make a thrown weapon attack. On hit, it deals 1d6 plus your Intelligence modifier fire damage (minimum of 1). And everything within a 5ft radius of the explosive must succeed on a Dexterity saving throw or take 1d4 fire damage. (Increasing to 1d8 and 1d6 at 9th level)
Sticky Bomb: As an action, you can attach this bomb to any surface within your reach and you can set the fuse of the bomb to a maximum of 15 rounds. (Increasing to 30 rounds at 9th level) Upon detonating everything within 10ft of the bomb must succeed on a Dexterity saving throw or take 1d6 plus your Intelligence modifier fire damage.
Shrapnel Bomb: (Prerequisite 5th-level Artificer) As an action, you can make a thrown weapon attack. All creatures within a 30ft radius of the bomb must succeed on a Dexterity saving throw or take 3d6 plus your Intelligence modifier piercing damage. (Damage die changes to 4d6 at 15th level)
Corrosive Bomb: (Prerequisite 5th-level Artificer) As an action you can make a thrown weapon attack. On hit the target takes 1d8 plus your Intelligence modifier acid damage, along with that, the target must succeed on a Constitution saving throw or be blinded until the end of their next turn.
Poison Bomb: (Prerequisite 9th-level Artificer) As an action, you can make a thrown weapon attack. All creatures within a 10ft radius of your target location must succeed on a Constitution saving throw or take 2d4 plus your Intelligence modifier poison damage and be poisoned for 1 minute. At the beginning of the poisoned target's turn, they may attempt to save again, on subsequent fail they take an additional 2d4 poison each turn. (At 9th level your poison bombs bypass poisoned condition immunity)
Sound Bomb: (Prerequisite 9th-level Artificer) As an action, you can make a thrown weapon attack. All creatures within a 40ft radius must succeed on a Constitution saving throw or take 1d4 plus your Intelligence modifier thunder damage and are deafened for the next minute but may make the saving throw again at the end of their respective turns. (Increases to 2d4 at 15th-level)
Frost Bomb: (Prerequisite 15th-level Artificer) As an action, you make a thrown weapon attack, on hit the target takes 1d8 plus you intelligence modifier cold damage, then all creatures within 5 ft of the target must succeed on a Constitution saving throw or have their speed is reduced to 0, they automatically fail Dexterity saving throws, and cannot take a reaction for 5 rounds (30 seconds). They may try the save again at the end of their respective turns.
Stun Bomb: (Prerequisite 15th-level Artificer) As an action you make a thrown weapon attack, the creature must succeed on a Constitution saving throw or take 2d6 lightning damage and are stunned until the end of their next turn.
A Good Throwing Arm:
Starting at 5th level, you can attack twice, instead of once, when you take the attack action. Along with that, all your bombs now deal double damage to objects and structures.
A Knack for Explosions:
Starting at 9th level any bombs you create ignores resistance to, fire, piercing, acid, poison, thunder, cold, and lightning damage.
Ph.D. in Explosives:
Starting at 15th level, when creating bombs you no longer have to divide by two and when expending a spell slot to craft bombs you now double the amount of bombs you get from it. Along with this when throwing a bomb, you can choose a number of creatures equal to half your intelligence mod rounded down (minimum of 1) to be unaffected by your bombs.