Welcome to the Magatama Subclasses for Dungeons & Dragons: World of Pentaea homebrew! Within the digital pages of this document, we have Far-East inspired subclasses for each class in Dungeons & Dragons 5th Edition! ## Artificer - Powdermaster Explosives are an Artificer's best friend. All across Magatama, tinkerers and engineers alike experiment with volatile powders and dangerous chemicals to create devastating detonations like no other. Miners used dynamite to clear out caves beneath the Metal Mesas, while festival officials in Eiji light fireworks to celebrate the holidays. ### Tool Proficiency When you adopt this specialization at 3rd level, 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. ### Bonus Spells Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Alchemist 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 | Powdermaster Spells | |:---:|:---:| | 3rd | Burning Hands, Color Spray | | 5th | Pyrotechnics, Shatter | | 9th | Fireball, Melf's Minute Meteors | | 13th | Fire Shield, Wall of Fire | | 17th | Flame Strike, Immolation | ### Explosives Expert At 3rd level, you can create bombs that you can throw at your foes. As an action, you can create an explosive and throw it at a point within 20 feet of you, which causes an explosion in a 5-foot-radius centered on that point. Each creature within the radius must succeed on a Dexterity saving throw against your spell save DC or take 2d6 fire damage, taking half damage on a success. This damage increases by 2d6 when you reach 5th level (4d6), 11th level (6d6), and 17th level (8d6). You can make a number of these bombs equal to your proficiency bonus when you finish a long rest. Any bombs unused become inert after you finish a long rest. ### Piercing Powderkegs Beginning at 5th level, your chemicals and explosives are above and beyond the normal elements. Any spell or explosive you create ignores resistance to fire damage. ### Bomb Technician Starting at 9th level, your experimentations have expanded your Powdermaster arsenal. You learn two more artificer infusions from the Powdermaster Infusions table. These infusions do not count towards your infusions known. In addition, whenever you gain a level in this class, you can swap one of your infusions known with an infusion from the Powdermaster Infusions list. ### Master Exploder At 15th level, your explosives and spells are unparalleled. Your spell save DC increases by 2, and creatures with immunity to fire damage are treated as resistant to fire damage against your spells and explosives. ## Powdermaster Infusions #### Explosive Arrows When making a weapon attack using a ranged weapon such as a heavy crossbow or longbow, you can attach a bomb from your Explosive Expert feature to the ammunition as part of the same attack. Use the range of the weapon in place of the bomb's, and roll both the weapon's damage and the bomb's damage at the same time on a successful hit. The target makes the saving throw against your bomb as normal. Damage dealt by the bomb in this way is unaffected by critical hits. #### Fireworks At the start of your turn, you can double the range and radius of a bomb you create using your Explosives Expert feature, and add 1d6 to the damage roll. #### Remote Detonation When using your Explosives Expert feature, you can choose to delay the detonation until you so choose by using your bonus action or reaction. You can attach your explosives onto surfaces such as walls, floors, and ceilings, and can detonate multiple bombs using one bonus action or reaction. Creatures affected by more than one explosive detonation at a time only take damage from one source of damage. #### Rocket Jump Using your Explosives Expert feature, you throw a bomb at your feet, targeting the square you occupy. You automatically succeed on the saving throw, and can jump a number of feet in a direction of your choosing equal to 5 times your Intelligence modifier (minimum of 5 feet). This movement does not provoke opportunity attacks. #### Siege Master Your bombs deal maximum damage to structures, and creatures with the construct type have disadvantage on saving throws against your bombs and spells.