Kaboomer (5e Subclass)
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Kaboomers take pride in their ability to make stuff go KABOOM! They generally achieve this using bombs, concoctions or spells.
- Tool Proficiency
When you adopt this specialization at 3rd level, you gain proficiency with alchemist's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.
- Kaboomer spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Kaboomer Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.
|3rd||Absorb Elements, Burning Hands|
|5th||Continual Flame, Dragons Breath|
|9th||Fireball, Flame Arrows|
|13th||Fire Shield, Wall of Fire|
|17th||Conjure Elemental, Cloudkill|
Minor Explosion. 
Starting at third level you can create a small explosion. you can create this explosion 1d4 + 2 times per day. This explosion takes you half an hour to construct using tinker’s tools or alchemists’ tools. The explosion can be triggered by anything moving past it or by you speaking a code word. Deals 1d6 damage at 3rd level, 2d6 at fifth level, 3d6 at ninth level and 4d6 at 15th. Additionally, when you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls, and you gain proficiency with martial weapons.
You now, at 5th level, know how to make… GRENADES! These grenades take 1 hour to make with tinker’s or alchemist’s tools. They deal damage equal to 1D6 + half your level rounded down. You can make 3 per day. You can also convert ball bearings into tiny bombs that explode when stepped on. It takes 10 minutes for a bag and the deal 1d4 damage for each one that is stood on.
At 9th level, 5 times per day, with 10 minutes of work with alchemist’s tools you can create a huge explosion with a 15ft radius that deals 3d6 fire damage to anyone in that radius that fails a DEX save. It deals half as much on a successful save.
At 15th level you can infuse ammunition to explode when it hits it’s target. This takes 2 minutes for 10 pieces of ammunition. They deal the damage from the weapon it is fired from plus 2d6. This increases to 3d6 at 17th level and 4d6 at 20th. Using this trait you can also infuse gauntlets or gloves to explode but not break apart. They deal 1d10 damage onto your unarmed strike whilst wearing them.