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Study of Explosives

Study of Explosives is a Alchemist subclass.

Not all alchemists roam the lands in the shadows, standing in the backlines as they brew concoctions that will be used as poison or medicine, experimenting and changing the world from behind the curtains. Some are loud and have no fear of experimenting with the volatile and the unreliable, using the sheer power of destruction to carve their own path.

Siege Expert

When you choose this archetype at 3rd-level, whenever you deal fire or thunder damage to a structure, that damage is doubled and you ignore the structure's damage resistances.

Bomb Builder

Also at 3rd-level, you know how to make a simple Explosives. After completing a long rest, you can create a number of Alchemist bombs equal to 10 + your alchemist level. When a bomb hits a target, it explodes in a 5 foot radius. Each creature other other than the target within the blast radius must make a dexterity saving throw, taking half the damage rolled on a failed save or no damage if succeeding.

Bomb save DC = 8+ your proficiency bonus + your intelligence modifier

 
NameCostDamagePropertiesPrimed Damage
Bomb 2sp 1d10 fire Finesse, special, thrown (range 30/90) 2d10 + Intelligence modifier
As an action, you can prime a bomb, letting it become volatile and dealing extra damage. Additionally, the bomb's damage increases by 1d10 when you reach 5th level, by 2d10 at 11th level and by 3d10 at 17th level. After you finish a long rest, all bombs you crafted before become inert.

 

Bomb Expert

At level 6, you gain resistance to fire and thunder damage. Additionally you are able to craft time delays for your bombs, up to 1 minute.
You also learn to enhance your bombs to create additional effects:
Arcane Volatility. You can spend a spell slot to increase the damage a bomb does by 2d10 for each level of the spell slot used.
Arcane Blast radius. You can spend a spell slot to increase the radius a bomb does by 5 feet for each level of the spell slot used.

 

Master Blaster

At 14th level, at the end of a short rest, you imbue a single one of your potions made using your Potionmaking feature with extra magic or volatile ingredients. The potion must deal fire or thunder damage and have a duration of instantaneous. When used, instead of rolling dice to determine the damage dealt, the creature using it can instead use the highest number possible for each die. Additionally, you automatically succeed on saving throws against your own bombs and dont take damage from them.

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