Demolitionist
While many see artificers as symbols of progress and ingenuity, they could not be any more wrong for when it comes to Demolitionists. Experts in explosives and destruction, they are often seen with disgust by other artificers. Yet when a construct begins to rampage within a city, these artificers are the perfect tools for the job. Just hope they don't destroy the city in this conflict!
Tool Proficiency
When you adopt this specialization at 3rd level, you gain proficiency with Mason’s Tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.
Charm Weaver Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Demolitionist 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 | Spells |
|---|---|
| 3rd | Catapult, Thunderwave |
| 5th | Blindness/Deafness, Shatter |
| 9th | Erupting Earth, Melf’s Minute Meteors |
| 13th | Death Ward, Otiluke’s Resilient Sphere |
| 17th | Destructive Wave, Passwall |
Expert Vandal
When you reach 3rd level, your training with various explosives has granted you the following benefits:
- You deal double damage to objects and structures.
- Whenever you are forced to make a saving throw due to one of your spells or features, you have advantage on that save.
Arcane Bombs
At 3rd level you learn how to make magical explosives called arcane bombs. Whenever you finish a long rest, you can create an amount of these Tiny explosives equal to your level in this class. These bombs weigh 1 pound and have a throwing range of 60 feet. You can throw one as a bonus action if you spend your action casting a spell or throwing one of them.
Any arcane bombs you have left once you finish your next long rest crumbles into dust. You can expend spell slots to create more bombs, creating 1 bomb per spell level as an action.
When you make these arcane bombs, you choose their appearance and one of the following damage types: Acid, Bludgeoning, Cold, Fire, Lightning, or Piercing. Your bombs deal that damage upon detonation.
Additionally, you choose what type of bomb you make, choosing from the options on the Arcane Bomb table.
| Arcane Bomb | Effect |
|---|---|
| Proximity | This bomb explodes upon close contact. You throw this bomb at a space within range. The next time a creature enters or leaves this space or one within 5 feet of it, this bomb explodes. Each creature within a 10-foot-radius of it must make a Dexterity saving throw against your spell save DC, taking 3d6 damage on a failed save or half as much damage on a successful one. A creature can spend its action to make an Intelligence (Investigation) check against your spell save DC in order to spot it. |
| Standard | You throw this bomb at a space within range, exploding on arrival. Each creature within a 5-foot-radius of it must make a Dexterity saving throw against your spell save DC, taking 2d6 damage on a failed save or half as much damage on a successful one. |
| Sticky | Make a ranged spell attack at one creature or object within range. On a hit, this bomb attaches itself to the target, and detonates at the start the targets turn or the end of yours (your choice). Upon detonation, the target takes 2d6 damage. |
| Timer | As a bonus action, you prime this bomb to go off on your command. At any time until you finish your next long rest, you can spend another bonus action to detonate it and any other primed bombs, so long as you are all on the same plane of existence. Upon detonation, each creature within a 10-foot-radius of one must make a Dexterity saving throw against your spell save DC, taking 3d6 damage on a failed save or half as much damage on a successful one. A creature in the area of more than one detonation is affected only twice. A creature can spend its action to make an Intelligence (Investigation) check against your spell save DC in order to spot it. |
These explosives, when removed from your person, have an AC of 16, and a number of hit points equal to your level in this class. They are immune to poison damage, psychic damage, and all conditions. If an explosive is brought to 0 hit points, it detonates. An explosive damages all objects in its area that aren't being worn or carried.
Your arcane bombs become progressively stronger as you delve into this class. Their damage rolls increase by 1d6 at 5th, 9th, and 15th level. Increase their radius (if any) by 5 feet at 9th level.
Explosive Resupply
At 5th level, you can craft your bombs within a shorter timeframe. Whenever you finish a short rest, you can regain a number of arcane bombs equal to your Intelligence modifier.
Bane of Constructs
At 9th level, you are a nightmare to sentient objects. Constructs do not gain the benefits of their Magic Resistance (if any) when affected by your spells or magical effects. Instead, constructs have disadvantage on saving throws provoked by you.
Additionally, you can craft bombs that deal thunder, radiant, or force damage. Any friendly creatures affected by your arcane bombs have advantage on their saving throws against it, taking no damage on a success and half as much on a failure.
Magic Jamming Device
At 15th level, you have created a bomb that can destroy magic itself. Once per long rest, you can create a Magic Jamming Device (MJD). As a bonus action, you can throw it towards a point within 120 feet of you, detonating on arrival in a 30-feet cylinder and causing the following effects.
- Any spells or magical effects within range are dispelled if it is of a level equal or lower than your highest spell level.
- Any magical item, except artifacts, within range are suppressed until the end of your next turn.
- Creatures of your choice within range must make a Charisma saving throw against your spell save DC. On failed save, they take 5d10 force damage and are incapable of casting spells or producing magical effects until the end of your next turn. If such a creature was concentrating on a spell, that spell immediately ends.

