Bomber, Variant (5e Subclass)

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Bomber[edit]

Artificer Subclass

Bombers enjoy making stuff that makes stuff blow-up. Explosions and destruction are these artificers’ craft, and they are able to bind magic into many different objects to fashion and create powerful bombs. Whether they’re precision demolition experts or just lunatics running around lobbing bombs, the destructive power of these specialists is near unmatched.

Bomb Maker

From 3rd level, you gain the ability to create bombs, by fusing mundane items together with elemental magic you can create an explosive combo. Bombers utilize unique dice called Bomb Dice. The Bomb Dice increase as you increase levels as an Artificer; starting as a 2D4 at 3rd level, then increasing to a 2D4 at 5th level, a 2D6 at 9th level, and finally a 2D8 at 15th level.

Making bombs is an hour long ritual that requires two different material components of the Bomber’s choice (Although the DM can rule some materials ineligible for this ritual). At the end of this ritual roll a Bomb Die and add your proficiency bonus to the result to determine the number of bombs you were able to make during this ritual. If you were interrupted part way through the ritual, halve the result (rounding down). You may use this feature once and regain use of it after a Long Rest. You may choose to expend a spell slot to use this feature an additional time; when doing so do not roll for the number of bombs made, but instead make the maximum number of bombs possible. These bombs deal damage according to the elemental magics used to create them:

1. Fire Magic: Bombs made with this magic deal Fire damage, and when a creature is hit by this bomb type, they are set on fire, and takes 2D4 at 3rd level, then increasing to a 2D4 at 5th level, a 2D6 at 9th level, and finally a 2D8 at 15th level.

2. Ice Magic: Bombs made with this magic deal Cold damage, and when a creature is hit by this bomb type, their movement on their next turn is reduced by half. And take 2D4 at 3rd level, then increasing to a 2D4 at 5th level, a 2D6 at 9th level, and finally a 2D8 at 15th level.

3. Storm Magic: Bombs made with this magic deal Thunder damage, and when a creature is hit by this bomb type, takes lightning damage 2D4 at 3rd level, then increasing to a 2D4 at 5th level, a 2D6 at 9th level, and finally a 2D8 at 15th level.

4. Light Magic: Bombs made with this magic deal Radiant damage, and when a creature is hit by this bomb type, they take radiant damage 2D4 at 3rd level, then increasing to a 2D4 at 5th level, a 2D6 at 9th level, and finally a 2D8 at 15th level.

At 3rd level, you know how to make Precision Bombs, Chaotic Bombs and Experimental Bombs.

Precision Bombs: When you create these bombs, you may choose the type of elemental magic used. When using this bomb, as an action target a creature within 45ft of yourself, that creature must make a Dex saving throw; on a failed save that creature suffers 3 Bomb Dice + your Int modifier damage, and on a success halve the damage.

Chaotic Bombs: When using this bomb, as an action target a creature within 45ft of yourself, that creature must make a Dex saving throw; on a failed save that creature suffers 3 Bomb Dice + your Int modifier damage, and on a success halve the damage. This bomb has a 5ft blast radius. Any creatures in that blast radius, other than the original creature targeted, must roll a Dex saving throw; on a failure suffer half damage and on a success suffer no damage. When the creature takes damage, roll a D4, and the result determines which elemental magic the bomb has.

Experimental Bombs When crafting these bombs you can weave bits of magic into them giving them effects these bombs dont deal any damage but still explode open 3 seconds after the button has been pressed. These effects can range in variety. ●but no spells dealing damage●

Dangerous Craft

From 5th level, you will have (painfully) gained much experience in dealing with explosions. You've gained twitchy reflexes and learned to be a bit 'explosion-proof'.

Pick one of the damage types from the elemental magics you can infuse your bombs with, gain resistance to that damage type.

Also, you can add your intelligence modifier to any Dex saving throws you make.

Sophisticated Explosives

From 9th level, you have learned how to craft more sophisticated bombs to add to your repertoire.

Triggered Bomb: When making this bomb, you can make a maximum of 2 each ritual. You can place this bomb down and it can attach itself magically to a surface as an action. You can use a bonus action to remove the bomb from that surface or it requires a Strength Check equal to your spell save to remove it. You can choose what action or interaction a creature can have that will trigger the bomb to explode. When it does, any creature within 15ft must roll a Dex saving throw; on a failure they suffer 4 Bomb Dice + your Int modifier in damage, and on a success only suffer half. This bomb deals double damage to structures.

Flying Bomb: When making this bomb you can choose the elemental magics used to make it. When using this bomb, as an action target a creature within 90ft of yourself, that creature must make a Dex saving throw with disadvantage; on a failed save that creature suffers 4 Bomb Dice + your Int modifier damage, and on a success halve the damage.

Explosives Expert

From 15th level, through much hard work and weathering explosions, you have become a true expert in the craft of blowing stuff up.

You may choose an additional damage resistance from the list of elemental magics.

When you expend a spell-slot of 3rd level or higher to use the bomb making ritual, you make an expert version of the bomb. That bomb deals an additional 2 Bomb Die in force damage to the targeted creature.


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