Artificer Specialization: Firebug
Firebug Features
Artificer Level | Features | Firebomb |
---|---|---|
3rd | Tool Proficiency, Firebug Spells, Alchemical Explosives | 2d6 |
5th | Pyrotechnic Device | 2d6 |
9th | The Arsonist's Cookbook | 3d6 |
15th | Pyromania | 4d6 |
Tool Proficiency
3rd level Firebug feature
When you adopt this specialization, you gain proficiency with alchemist's supplies. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.
Firebug Spells
3rd level Firebug feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Firebug Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.
Artificer Level | Firebug Spells |
---|---|
3rd | burning hands, fog cloud |
5th | flaming sphere, scorching ray |
9th | daylight, fireball |
13th | fire shield, wall of fire |
17th | conjure elemental (Fire Elemental only), immolation |
All spell descriptions can found in the Player's Handbook
Alchemical Explosives
3rd level Firebug feature
Whenever you finish a long rest, you magically produce a number of firebombs equal to your Intelligence modifier (minimum of one). When you create a firebomb, you touch your alchemist's supplies to an empty flask, bottle, or jar and magically imbue it with an explosive concoction.
Using Your Firebombs
You can throw a firebomb as your bonus action, or you can give it to an ally to throw as their action. A firebomb can be thrown up to 60 feet. It then shatters and fills a 20-foot cube in range with flames that burn for one minute. The flames shed bright light for 20 feet and dim light for an additional 20 feet.
A creature that moves into the flames for the first time on a turn or starts its turn there must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much on success. The flames ignite flammable objects that aren't being worn or carried.
Stoke the Flames
Though fire is an unpredictable element, you have some control over its growth. You can use your bonus action to stoke the flames from up to 60 feet away, causing them to grow by 5 feet in a random direction (if possible). Roll a d4 to determine the direction: 1, north; 2, south; 3, east; or 4, west. A wind of moderate or greater speed (>10mph) instead fans the flames in the direction it is blowing.
Making Additional Firebombs
With your alchemist's supplies in hand, you can expend a spell slot to make additional firebombs equal to the level of the spell slot, doing so as your action. All your firebombs retain their potency until you finish a long rest.
Describing Firebug Spells
Many Firebug spells can be described using the types of effects created by common pyrotechnics. For instance, a daylight spell may be shot out of a flare gun, and a scorching ray spell may include a roman candle in its casting. Spells that create obscuring effects, such as fog cloud, can instead be described as producing smoke.
A spell's damage type is generally as a good indicator of its most prominent characteristic. When cast through a pyrotechnic device, fire damage represents colorful flames, thunder damage represents a booming explosion, and radiant damage represents intense white light.
Pyrotechnic Device
5th level Firebug feature
Through much trial and error, you've earned the skills necessary to manufacture a magical conduit of explosive artifice. The pyrotechnic device is a Tiny object made of metal that can be held in one hand. If you lose it, you can create a replacement by using your tinker's tools as part of a long rest, though doing so destroys the previous one. The device also loses its magic if you die.
The pyrotechnic device is also a spellcasting focus for your artificer spells. Spells you cast through it ignore resistance to fire damage and gain a bonus to one damage roll that deals fire, thunder, or radiant damage. The bonus damage is a d6.
The Arsonist's Cookbook
9th level Firebug feature
Your tinkering has unlocked ways to more effectively use your tools to wreak havoc.
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Incendiary Blast. While holding your pyrotechnic device, you can use your action to emit a blast of fire in either a 15-foot cone, or in a line that is 30 feet long and 5 feet wide. Each creature in the area must make a Dexterity saving throw, taking 5d8 fire damage on failure or half on success. The flames also ignite flammable objects that aren't being worn or carried. You can use this action a number of times equal to your proficiency bonus and regain all spent uses after a long rest.
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Napalm Bombs. Your firebombs are equipped with an adhesive compound that turns the ground in their area into difficult terrain. Their damage also increases to 3d6.
Pyromania
15th level Firebug feature
You see improvements to your firebombs and the way you utilize armor.
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Fire Immunity. While wearing armor made of a non-flammable material, you are immune to all fire damage.
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Phosphorous Bombs. Your firebombs are equipped with a compound that burns with a white-hot intensity. Any creature that fails its save against the flames is blinded until it starts its turn outside the area of fire. Their damage also increases to 4d6.
The Dangers of Playing with Fire
Fire is an inherently dangerous element, and unlike sorcerers or wizards, your magic enough to create it but not enough to control it. If you are not careful with your powers, they can quickly fall out of your control. For example, a firebomb will burn for a full minute regardless of whether or not you want it to, and while you can stoke its flames to make them bigger, you cannot fully control how they spread. Be careful or you may get burned.
Bonus Infusions
Concussive Weapon
Prerequisite: 6th-level artificer
Item: A simple or martial weapon (requires attunement)
This magical weapon gives you a +1 bonus on attack and damage rolls.
The weapon has 4 charges. The wielder can expend a charge when they hit with an attack to create a concussive blast, the sound of which carries for 300 feet. The target takes an extra 1d8 thunder damage, and if the target is Large or smaller, it is knocked back 10 feet in a straight line.
Each day at dawn, the weapon gains 1d4 expended charges.
Flameproof Armor
Prerequisite: 6th-level artificer
Item: A suit of armor (requires attunement)
This armor has fire suppressant capabilities built in that protect the wearer from igniting. While wearing this armor, a creature gains resistance to fire damage and adds a d4 to saving throws made to avoid or resist harmful flames.
Magic Items
The magic items in this section are not exclusive to Firebugs and can be used by any character. Artificers of 2nd level or higher can replicate these items using the Replicate Magic Item infusion.
Fire Breather's Torch
Wondrous Item (torch), uncommon
This magic torch creates a shimmering flame that sheds 20 feet of bright light and 20 feet of dim light. You can ignite or extinguish the flame as an action, requiring no fuel.
The torch has 4 charges. As an action, you can put the torch up to your lips and exhale a cone of either searing flames or colorful flames, replicating a burning hands spell (save DC 13) or a color spray spell respectively. Casting either spell consumes a charge.
The torch regains 1d4 expended charges daily at dawn. If you expend its last charge, roll a d20. On a 1, the torch turns to ash and is destroyed.
Gloves of Cool Touch
Wondrous Item (hands), common
These thick leather gloves protect your arms from being harmed by fire. While wearing them, you can reach into fire, handle or carry burning objects, and touch or attack burning creatures without harm. However, the limited protection does not grant resistance or immunity to fire damage.
Goggles of Clear Sight
Wondrous Item (eyes), uncommon
These aviator goggles improve your ability to see through obscuring effects, such as ash, dust, fog, sludge, snow, or smoke. While wearing these goggles, you can see normally through lightly obscured areas to a range of 120 feet, and through heavily obscured areas to a range of 10 feet.
Torchbearer Sword
Weapon (shortsword, longsword, or greatsword), uncommon (requires attunement)
In its deactivated form, this item is the bladeless hilt of a magic sword, adorned with the image of a fiery phoenix. A black and red opal is situated where the blade would typically reside. Attuning to this weapon grants you proficiency with it.
Activated Form. While holding the hilt, as part of your action, you can speak one of three command words to activate it, whereupon a blade of magical fire emerges from the gem and transforms into a flaming sword. The blade extinguishes if you drop or sheathe the weapon.
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"Ignire" transforms the hilt into a shortsword, which sheds 5 feet of bright light and 5 feet of dim light.
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"Ignisior" transforms the hilt into a longsword, which sheds 10 feet of bright light and 10 feet of dim light.
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"Ignisimus" transforms the hilt into a greatsword, which sheds 20 feet of bright light and 20 feet of dim light.
Regardless of its form, the blade deals fire damage rather than slashing damage. The magical blade ignores resistance (but not immunity) to fire damage.
Torchbearer Whip
Weapon (whip), uncommon (requires attunement)
In its deactivated form, this item is the thongless handle of a magic whip, emblazoned with the image of a brazen bull. At one end of the handle, a black and red opal is embedded. Attuning to this weapon grants you proficiency with it.
Activated Form. While holding the handle, as part of your action, you can speak its command word to activate it, whereupon which a coil of fire emerges from the gem and transforms into a whip of magical fire. The whip sheds light equivalent to a torch and deals fire damage instead of slashing damage. The coil extinguishes if you drop or sheathe the weapon.
Burning Grapple. Immediately after you hit a Large or smaller creature with the whip, you can use your bonus action to grapple the target and pull it 5 feet closer to yourself, unless it succeeds on a DC 13 Strength saving throw. Until the target breaks free, it takes 2d4 fire damage at the start of each of its turns. The target can use its action to attempt a DC 13 Strength (Athletics) or Dexterity (Acrobatics), freeing itself on success. You cannot use the whip for anything else while grappling a creature with it.