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# Bombardier --- Bombardiers tinker with explosives, turning mundane objects into bizarre bombs. They often create casings for their explosive spells out of glass, so they can see the internal machinations of their creations. ### Tool Proficiency At 3rd level, you gain proficiency with glassblower's tools. If you already have this proficiency, you gain proficiency in another type of artisan's tools of your choice. ### Bombardier Spells You always have certain spells prepared after you reach particular levels in this class, as shown in the Bombardier Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.
##### Bombardier Spells | Artificer Levels | Spells | |:---|:---| | 3rd | Ice Knife, Color Spray | | 5th | Cordon of Arrows, Spike Growth | | 9th | Glyph of Warding, Erupting Earth, Melf's Minute Meteors | | 13th | Confusion, Vitriolic Sphere | | 17th | Synaptic Static, Cloudkill |
### Create Bomb At 3rd level, you've learned how to plant a tiny bit of arcane feedback into an object, turning it into a bomb. Using your Glassblower's tools, you can use an action to touch a Tiny, nonmagical object and turn it into a bomb. When you turn the object into a bomb, it becomes magical and will explode in 1 hour, 1 minute, or at the end of your next turn (your choice when you create it). This is the bomb's countdown. At any point before it explodes, you can touch the object and use an action to defuse the object. The object will then become nonmagical, and will not explode. When you create a bomb, you can choose one of the types listed in the Bomb Types table. The effect listed is for the shortest duration. If you choose a duration of 1 minute, the range of the blast increases by 5 feet, and the save DC is increased by 2. If you choose a duration of 1 hour, the range of the blast increases by 15 feet, and the save DC increases by 6. You can create a bomb a number of times equal to your Proficiency bonus, and regain expended uses when you finish a long rest. \pagebreak ---
##### Bomb Types | Bomb | Explosion | |:---|:---| | Fire Bomb | Creatures within 10 feet of the bomb must make a Dexterity save against your spell save DC, or take 3d6 (5d6 for 1 minute, 9d6 for 1 hour) fire damage | | Gooey Bomb | Creatures within 5 feet of the bomb must make a Dexterity save against your spell save DC, or be restrained for as long as the bomb's count down. A restrained creature can make a Strength save against the same DC, freeing itself on a success. | | Flash Bomb | Creatures within 15 feet of the bomb must make a Constitution save or be blinded for 1 round (1 minute for a 1 minute bomb, 10 minute for a 1 hour bomb). A prepared creature can avert their eyes, avoiding the effect, and a creature with complete cover is unaffected. |
### Short Fuse Beginning 5th level, whenever you cast a spell that requires multiple creatures to make a saving throw, you can give one creature a penalty to their save equal to your Intelligence modifier. You can use this feature a number of times equal to your Intelligence modifier, and regain expended uses when you finish a long rest. ### Efficient Glyph When you reach 9th level, you learn the *glyph of warding* spell, and always have it prepared, as shown in the Bombardier spells table. Whenever you cast the *glyph of warding* spell, the material components for casting the spell are reduced to incense and powdered diamond worth 20 gp, which the spell consumes. Finally, if you use *glyph of warding* to store a spell of 1st-level (cast at its lowest level) or a cantrip, you can cast this spell without any material components. ### Delayed Blast At 15th level, you learn to let arcane power build up within your spells, causing all of your spells to become bombs. When you cast a spell that causes damage and has an instantaneous duration, you can hold onto the spell instead of releasing it. The spell doesn't take effect, and you are concentrating on it. You can concentrate on it for a number of rounds equal to the slot level (1 for cantrip). When you release the spell, it take effect and deals an extra 1d8 per round you spent concentrating on it.