Bomber (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 D4 at 3rd level, then increasing to a D6 at 5th level, a D8 at 9th level, and finally a D10 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 must roll a DC10 Con saving throw. On a failure, they are set on fire, and take 1D4 Fire damage at the start of each of their turns until they use an action to put it out. On a success, nothing happens.

2. Ice Magic: Bombs made with this magic deal Cold damage, and when a creature is hit by this bomb type, they must roll a DC10 Con saving throw. On a failure, their movement on their next turn is reduced by half. On a success, nothing happens.

3. Storm Magic: Bombs made with this magic deal Thunder damage, and when a creature is hit by this bomb type, they must roll a DC10 Con saving throw. On a failure, they are Paralyzed until the start of their next turn. On a success, nothing happens.

4. Light Magic: Bombs made with this magic deal Radiant damage, and when a creature is hit by this bomb type, they must roll a DC10 Con saving throw. On a failure, they are Blinded until the start of their next go. On a success, nothing happens.

At 3rd level, you know how to make Precision Bombs and Chaotic 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. You may choose when throwing the bomb whether to just target the creature of give the bomb 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.

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 4 Bomb Dice + your Int modifier damage, and on a success halve the damage. This bomb has a 10ft 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.

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 1 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 3 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 Bomb Die in force damage to the targeted creature.


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