Bombardier (5e Artificer Specialist)

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Author: Eiji-kun (talk)
Date Created: 11/15/23
Status: Complete
Editing: Mechanical changes on Talk
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Bombardier is a artificer specialist of the Artificer class.


Bombardier Features

Artificier Level Features  
3rd Tool Proficiency, Bombardier Spells, Grenadier 
5th Explosive Savant, Lesser Modification 
9th Evasion, Improved Modification 
15th Demolition, Greater Modification

 

Tool Proficiency

3rd level feature
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. 

Bombardier Spells

3rd level feature
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Bombardier Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

{{5e Subclass Spells Table 2
|name=Bombardier Spells
|class=Artificer
|spells3=Chromatic Orb, Fog Cloud
|spells5=Melf's Acid Arrow, Shatter
|spells9=Fireball, Stinking Cloud
|spells13=Blight, Vitriolic Sphere
|spells17=Cloudkill, Immolation
}}
 

Grenadier

3rd level feature
Beginning at 3rd level, whenever you finish a long rest, you can magically produce a series of grenades primed with magical powders that can be imbued with various artificer spells. You produce a number of grenades equal to your proficiency bonus + your Intelligence modifier, which go inert and can be remade upon engaging in a long rest. As a bonus action you prime a grenade with one of your artificer spells, which you may throw with its normal casting time. The spell must either have only a single target or an area of effect with a range of at least 5 ft. The spell can now be thrown as a grenade out to a range of 80 ft. If it was an area of effect it goes off normally with its new range, with any modifiers that effect your grenades added to it. If it was a single target spell it affects your target normally and splashes out, dealing half damage to all creatures and/or objects in 10 ft with a save (Dexterity save if it did not already have a save). Single target effects which do not deal damage do not have a splash. The DC is Intelligence based. 

Explosive Savant

5th level feature
At 5th level and beyond, any spell delivered via grenade gains additional damage equal to your Intelligence modifier of the same type as the spell to the initial attack plus any splash damage. 

Lesser Modification

5th level feature
Beginning at 5th level, whenever you prime a grenade as a bonus action you may choose to add a modification to it that alters the properties of the spell within. You may only have one modification per grenade, and gain two modifications known at 5th chosen from the following list:

  • Augmented Grenade I: You treat your spell as if cast from a spell slot one level higher than it is.
  • Careful Grenade: When you use a grenade that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. Choose a number of those creatures up to your Intelligence modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.
  • Distant Grenade: The range of your grenade becomes 250 ft.
  • Empowered Grenade: When you roll damage for a grenade, you can reroll a number of the damage dice up to your Intelligence modifier (minimum of one). You must use the new rolls.
  • Transmuted Grenade I: You may change the damage dealt by your grenade to any of the following energy types: Acid, Cold, Electricity, Fire, or Poison damage.

Whenever you level in this class, you may change out one of your modifications known for a different modification. You may use this ability twice, and you regain all expended uses on a short rest. 

Evasion

9th level feature
Beginning at 9th level, you can nimbly dodge out of the way of certain area effects. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. 

Improved Modification

9th level feature
At 9th level, you gain a third modification known and may add the following to the list of options you may select:

  • Augmented Grenade II: You treat your spell as if cast from a spell slot two levels higher than it is.
  • Delayed Grenade: You may set a timer on your grenade up to 5 rounds before the grenade effect goes off. It may be picked up and thrown as if it were a rock (but bombadiers use their usual grenade range when throwing it). Destroying a grenade activates it early. For the purposes of targeting a grenade has AC 13 and your level in hp. The grenade goes off at the end of your turn when the timer is up.
  • Transmuted Grenade II: You may change the damage dealt by your grenade to any of the following energy types: Force, Necrotic, Psychic, Radiant, or Thunder.
  • Widen Grenade: The area of effect or the splash area of your grenade is doubled (so a splash covers a 20 ft radius).
     

Demolition

15th level feature
Beginning at 15th level, you can create a special explosive designed to easily breach solid obstructions. This explosive must be set up over the course of 1 minute, and may be remoted detonated as an action as long as you are within 250 ft. The explosive breaches through effects as strong as an iron door or objects of similar toughness and durability. For unusually durable objects, or for creatures within 10 ft of the explosive, it deals the effect of 50 points of bludgeoning damage with a Dexterity save for half. These explosive charges are obvious traps, though they may be obscured or hidden, and for the purpose of targeting the explosive it has AC 13 and your level in hp. However destroying it has a 50% chance of setting off the explosive. You may use this ability once, and regain its use on a short or long rest.

Alternatively you can craft a major demolition charge. This explosive takes 1 hour to set up, but can damage larger structures such as buildings and fortifications. When detonated it effects the structure and any creature within 20 ft of the explosion, dealing 50 points of bludgeoning damage for 1d4+1 rounds. If this would destroy a fortification or structure, in the area when you detonate the explosive and at the start of each of your turns until the detonations end. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure’s height must make a Dexterity saving throw. On a failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The DM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn’t fall prone or become buried. You may use this ability once, regaining this ability only after a long rest. 

Greater Modification

15th level feature
At 15th level, you gain a forth modification known and may add the following to the list of options you may select:

  • Augmented Grenade III: You treat your spell as if cast from a spell slot three levels higher than it is.
  • Contingent Grenade: You may delay the activation of a grenade indefinitely, and instead activates automatically upon a certain circumstance as per the Contingency spell. You may only have one contingent grenade in effect at any one time, and it automatically ends and goes off if you cease to have this modification as a modification known to you.
  • Heightened Grenade: When you use a grenade that forces a creature to make a saving throw to resist its effects, you give one target of the grenade disadvantage on its first saving throw made against the grenade.



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Eiji-kun's Homebrew (5609 Articles)
Eiji-kunv
AuthorEiji-kun +
Canontrue +
ClassArtificer + and Artificer +
FeaturesTool Proficiency +, Bombardier Spells +, Grenadier +, Explosive Savant +, Lesser Modification +, Evasion +, Improved Modification +, Demolition + and Greater Modification +
Identifier5e Artificer Specialist +
RatingUndiscussed +
Subclasstrue +
SummaryYour alchemy goes towards the production of magical explosives. +
TitleBombardier +