### Explosives
##### Grenade
*A small metallic globe about the size of a sling stone.*
As a bonus action, you can throw the grenade (to a range of 40 feet) or hurl it with a sling (to the sling’s normal range). It detonate on impact, and each creature in a 10-foot radius must make a dexterity saving throw against your spell save DC. Creatures that fail that saving throw take 1d6 fire damage, 1d6 thunder damage, and are pushed 10 feet away from the center of the explosion. Creatures that succeed only take half damage and are not pushed. Each structure or uncarried object in the area also automatically takes 1d6 fire damage and 1d6 thunder damage.
##### Dynamite
*An approximately 1 foot-long red stick with a small fuse.*
As a bonus action, you can place the dynamite stick on a free space on the ground or glue it on a structure (a wall, a door, a statue etc.) next to you. It detonates at the end of your next turn. When the dynamite detonates, it deals 1d10 fire damage and 1d10 thunder damage to every creature, structure or uncarried object in a 15-foot radius.
Alternatively when you place the dynamite stick, you can choose an other duration before it detonates, up to a maximum of 10 minutes. The dynamite stick always explodes at the end of one of your turns.
##### Landmines
*A bunch of small metal discs that explode when stepped on once placed on an horizontal surface.*
As a bonus action, you can set up these tiny metal discs to cover a level, square area that is 10 feet on a side. There must be no creature on the chosen area when you set up the landmines. When a creature moves across the covered area, it must succeed a dexterity saving throw or trigger the landmines. When triggered, the landmines detonate and the creature that triggered them takes 2d4 fire damage, 2d4 thunder damage and falls prone. The movement speed of that creature is then reduced by 10 feet until it regains at least 1 hit point.
Any creature that can’t see the area at the time the landmines are set up must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.
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#### Destructive Tools
Beginning at 5th level, you learn how to make even more destructive explosives ! Once per turn, when one of your Explosives detonates, or when you cast an artificer spell, roll a d8 : you gain a bonus to one of the damage rolls equal to the number rolled.
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