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Artificer - Elemental Sappers
\pagebreak # Elemental Sapper ## Elemental Sapper combines arcane proficiency with their craftsmanship to enhance their explosives into tools elemental mayhem. Fashioning a custom made launcher, the Elemental Sapper lay waste to their battlefield by firing various elemental ordnance that detonates on impact or setting camouflaged proximity mines at every possible corner. The elemental sappers dominate the battlefield by controlling it as well as explosive power. ### Elemental Sapper Spells Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Elemental Sapper Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.
##### Elemental Sappers Spells | Artificer Level | Elemental Sappers Spells | |:---:|:---:|:---|:---:| | 3rd | Color Spray, Burning Hands | | 5th | Darkness, Acid Arrow | | 9th | Fireball, Stinking Cloud | | 13th | Fire Shield, Resilient Sphere | | 15th | Cone of Cold, Telekinesis |
### Elemental Ordnance At 3rd level, you may concoct your explosive ammunition with what materials and expertise you have. Choose 2 known explosive types from the list below.
##### Elemental Ordnances | Damage Type |Save |:---:|:---:| | Fire | Dex | | Lightning | Dex | | Acid | Con | | Thunder | Con | | Cold | Con |
You can craft your known Elemental Ordnances every short rest. The number of explosives created is equal to your Intelligence modifier plus half of your Artificer level rounded down. This feature allows you to make more than one type of explosives every short rest. You can store your explosives ammunitions indefinitely, and the maximum amount of explosives you can carry are 5 for each explosive type that you know. Your Elemental Ordnance detonates in a 5-foot radius, each creature caught within its blast have to make a saving throw according to the explosive types you used. Your Elemental Ordnances dealing 1d10 of the explosive damage type if the creature failed its saving throw, or half as much on a successful one. Your explosive damage increase by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10) All Huge or smaller creature that failed the saving throw corresponding to the Elemental Ordnances suffers an additional effect corresponding to the ordnance's type. * Fire: Creatures are set on fire dealing additional fire damage equal to your Intelligence Modifier at the start of their turn. They may try to extinguish the flame using their actions (Dex Save) against your spell DC. * Lightning: The creatures are unable to use their reactions until the end of your next turn. * Acid: Non-magical armor and natural armor AC are decreased by 1, and Non-magical weapon attack and damage are reduced by 1. (This effect can stack up to 3 times). * Thunder: The creatures are blasted off their feet 10 feet away from the center of the explosions and are knocked-prone. * Cold: The Creatures are blasted with frigid winds. Their movement speed are halved and their next weapon and magic attacks have disadvantage to hit.
| Elemental Sappers by NJoshuaP
### Explosive Slinger At 3rd level, you fashion yourself a slinger you are proficient with to fire your explosives and detonating them on impact (calling out the explosive type as you do so). You may target a point within 120 feet of a creature within range in which this equipment use your Intelligence Modifier as a ranged weapon attack. This weapon do not gain any benefits from the extra attack feature. Your explosives slinger does 1d6+(Int) bludgeoning impact damage. If you miss your target, the explosive ammunitions lands within the intended target's space. \pagebreak ### Expanded Ordnances At 5th level, you expand your repertoire of Elemental ordnances. You gain 1 additional known explosive type from the Elemental Ordnances list. ### Proximity Mines At 5th level, you can use your Elemental Ordnances to transform the battlefield into a volatile minefield. As a bonus action, you use your launcher to launch up to two Elemental Ordnances as a sticky explosive mine in a space unoccupied by a creature or other mines (calling out the explosive type as you do so). Once launched Proximity Mine will remain active for 2 hours, after which they automatically deactivated. These elemental mines are magically camouflaged and require a perception check against your spell DC to spot. All active mine detonates automatically if a creature moves on to space where the mine is. Active mine will also detonate if it takes any damage from any source. Explosive mine's AC (11). Undetonated mines can be retrieved safely at the end of combat. Once detonated, any creature in 10 feet radius must make Saving Throws corresponding to type of Ordnance used. Detonated mine deals the same damage and effect on a failed save with the type of Ordnance used. You can't use this action on the same turn you launch your Elemental Ordnance as an attack action. ### Further Expanded Ordnances At 9th level, you expand your repertoire of Elemental Ordnances. You gain 1 additional known explosive type from the Elemental Ordnances list. ### Barely Stable Compounds At 9th level, through further research your Elemental Ordnances destructive power is further amplified and gained the following: * Elemental Ordnance and Proximity Mine will destroy cover within its blast radius and decrease it by one category (Full cover into half cover, half cover into no cover) * Elemental Ordnance and Proximity Mine are now capable of taking down walls and other structures with relative ease. Your Elemental Ordnance and Proximity Mine now does double damage to structures. * Elemental Ordnance and Proximity Mine deals bonus damage equal to your Intelligence Modifier. \columnbreak ### Elemental Singularity At 15th level, you can fire your most powerful Elemental Ordnance in a space you can see within 120 feet. Pulling all active Proximity Mine within 200 feet radius into a single point. Each creature caught in the blast makes a Dex Save, on a failed save the creatures take 1d10 + Intelligence damage for each Elemental Ordnance damage corresponding to the explosive type. Proximity mine detonated this way only deal damage and does not trigger their effect. After the cascade of explosions, all creature within 20 feet radius of Elemental Singularity makes a Dex Save, and take 3d10 Force damage and are pulled to the center of the singularity and are knocked prone. Creatures that succeeded on their Saving Throws take half as much damage and aren't moved. You can only use this feature twice per long rest.
#### Hydra Bounty Report I once prayed for Elthumbra's safety when she sets out into the woods to hunt the Hydra plaguing our land. Until I, along with the town's guards, search for Hydra's dead body when she returned to collect her rewards. We found it alright, along with the remains of the battlefield, covered in frost, scorch, and acid burns. Now, I pray for her quarry.
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| Elemental Sappers by NJoshuaP