Bhu
2023-06-24, 08:36 PM
THE CRAZY MAD BOMBER
"And so he says, I don't like the cut of your jib, and I go, I says it's the only jib I got, baby!"
Some Artificers use their knowledge to heal or support their team mates. Some use it to fight along side them. You blow stuff up. Not always intentionally. Voted "most likely to murder his own side" in magic school, your reputation hasn't gotten any better since graduating. Even would be Overlords worry abut hiring you, because 'you're that dude with the issues.' At least until you remind them they can't afford to piss you off either. So they hire you to blow stuff up that's far, far away from their domains, and hope for the best.
TOOL PROFICIENCY
When you adopt this specialization at 3rd level, you gain proficiency with an Ordnance Kit. (An Ordnance Kit is 50 GP, and weighs 20 lbs. if it needs replacing).
BOMBER SPELLS
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Bomber 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 Elemental Burst*, Fog Cloud
5th Fireburst*, Rockburst*
9th Fireball, Stinking Cloud
13th Evard's Black Tentacles, Vitriolic Sphere
17th Cloudkill, Here Comes The Boom*
GRENADES
When you reach 3rd level, whenever you finish a long rest, you can magically produce a batch of Grenades via your Ordnance kit. You may create a number of grenades equal to your Proficiency Bonus, and they do not all have to be the same type. As an action, you or another creature can throw the grenade at any square out to a range of 60 feet. The grenade detonates on impact, doing damage in it's area of effect.
You can create additional grenades by expending a spell slot of 1st level or higher for each one. When you do so, you use your action to create the grenade.
Creating a grenade requires you to have an Ordnance Kit.
When you reach certain levels in this class, you can make more grenades at the end of a long rest: +1 at 6th level and +2 at 15th level. At Level 9 you can create a Launcher, giving your Grenades a range of 320 feet. The Launcher is 8 lbs., and may be used by anyone who is Proficient with firearms. You can make the following Grenades:
Damage. Damage Grenades do 2d6 damage if the targets fail a Dexterity Saving Throw, and half damage if they succeed (this increases to 3d6 at Level 6). The grenade has a 10 foot radius, and you can choose one of the following damage types: Bludgeoning, Piercing, Slashing, Acid, Fire, or Poison. At 6th Level you can also choose Cold, Lightning or Thunder. At 9th Level you can choose any damage type. Grenades do magical damage.
Smoke. Smoke Grenades create smoke in a 10 foot radius. It emits a cloud of smoke that creates a heavily obscured area. A moderate wind (at least 10 miles per hour) disperses the smoke in 4 rounds; a strong wind (20 or more miles per hour) disperses it in 1 round. Otherwise it lasts 5 rounds. Living creatures in the smoke must make a Constitution Save or be Poisoned for 1 Minute (Save DC is equal to your spell save DC). The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Stun. Stun grenades unleash light and sound in a 10 foot radius. Creatures in the area must make a Constitution Save or be Blinded and Deafened for 1 Minute (Save DC is equal to your spell save DC). The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Glue. Glue grenades splash adhesive over a 10 foot radius. The glue is sticky for 5 rounds, unless it bonds to a creature. Creatures in the area must make a Dexterity Save or be Restrained for 1 Minute (Save DC is equal to your spell save DC). The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Grease. Grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for 5 rounds. When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone (Save DC is equal to your spell save DC).
Summon. A Summon grenade explodes in a flash of light, summoning one Aberration, Construct, Fiend or Ooze of CR 2 or less. The creature lasts for 5 rounds, is under no ones control, and will simply attack whatever is closest to it.
At 6th Level you can also make the following Grenades:
Sleep Gas. Sleep Grenades create gas in a 10 foot radius. It emits a cloud of gas that creates a heavily obscured area. A moderate wind (at least 10 miles per hour) disperses the gas in 4 rounds; a strong wind (20 or more miles per hour) disperses it in 1 round. Otherwise it lasts 5 rounds. Living creatures in the gas must make a Constitution Save or fall Unconscious for 1 Minute, or until attacked(Save DC is equal to your spell save DC). The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Stink. Stink Grenades are effectively identical to the Stinking Cloud spell, except that they only cover a 10 foot radius, and the cloud only lasts 5 rounds.
At 6th Level you can also make Mines. Mines are placed just under the soil or hidden, and can be used by anyone with Proficiency in an Ordnance Kit. They can be set to detonate when stepped on directly, and even to require a set weight limit to detonate it (that way people set it off but squirrels don't). They can also be set to detonate when something approaches within the detonation range (i.e. if the mine explodes in a 10 foot radius, it will do so when something moves within 10 feet of it). Setting a Mine is an Action. Once set, you have from 1 Round to 1 Minute to move outside of range (you choose the duration when setting the mine). You can make the following Mines:
Damage. Damage Mines do 4d6 damage if the targets fail a Dexterity Saving Throw, and half damage if they succeed. The mine has a 20 foot radius, and you can choose one of the following damage types: Bludgeoning, Piercing, Slashing, Acid, Fire, or Poison. At 9th Level you can also choose Cold, Lightning or Thunder. At 12th Level you can choose any damage type. Mines do magical damage.
Smoke. Smoke Mines create smoke in a 20 foot radius. It emits a cloud of smoke that creates a heavily obscured area. A moderate wind (at least 10 miles per hour) disperses the smoke in 6 rounds; a strong wind (20 or more miles per hour) disperses it in 2 rounds. Otherwise it lasts 1 Minute. Living creatures in the smoke must make a Constitution Save or be Poisoned for 1 Minute (Save DC is equal to your spell save DC). The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Stun. Stun Mines unleash light and sound in a 20 foot radius. Creatures in the area must make a Constitution Save or be Blinded and Deafened for 1 Minute (Save DC is equal to your spell save DC), or Blinded and Deafened for 1 Round if the Save succeeds. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Glue. Glue Mines splash adhesive over a 20 foot radius. The glue is sticky for 1 Minute, unless it bonds to a creature. Creatures in the area must make a Dexterity Save or be Restrained for 1 Minute (Save DC is equal to your spell save DC), or Restrained for 1 Round if the save succeeds. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Grease. Grease covers the ground in a 20-foot square centered on a point within range and turns it into difficult terrain for 1 Minute. When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone (Save DC is equal to your spell save DC).
Sleep Gas. Sleep Mines create gas in a 20 foot radius. It emits a cloud of gas that creates a heavily obscured area. A moderate wind (at least 10 miles per hour) disperses the gas in 6 rounds; a strong wind (20 or more miles per hour) disperses it in 2 rounds. Otherwise it lasts 1 Minute. Living creatures in the gas must make a Constitution Save or fall Unconscious for 1 Minute, or until attacked(Save DC is equal to your spell save DC). The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Stink. Stink Mines are effectively identical to the Stinking Cloud spell, except that they last 1 Minute. A moderate wind (at least 10 miles per hour) disperses the gas in 6 rounds; a strong wind (20 or more miles per hour) disperses it in 2 rounds.
Summon. A Summon Mine explodes in a flash of light, summoning one Aberration, Construct, Fiend or Ooze of CR 4 or less. The creature lasts for 1 Minute, is under no ones control, and will simply attack whatever is closest to it.
At 9th Level you can also make Bombs. Bombs are placed just under the soil or hidden, and can be used by anyone with Proficiency in an Ordnance Kit. They can be set to detonate when stepped on directly, or via proximity like Mines. They can also be set to detonate via timer. The Bomb can be set to detonate in any time ranging from 1 round to 1 Week. Setting a Bomb is an Action. Once set, you have from 1 Round to 1 Minute to move outside of range before the settings take place (assuming of course that you aren't setting it to detonate via timer, also you choose the duration when setting the bomb). You can make the following Bombs:
Damage. Damage Bombs do 8d6 damage if the targets fail a Dexterity Saving Throw, and half damage if they succeed. The bomb has a 30 foot radius, and you can choose one of the following damage types: Bludgeoning, Piercing, Slashing, Acid, Fire, or Poison. At 12th Level you can also choose Cold, Lightning or Thunder. At 15th Level you can choose any damage type. Bombs do magical damage.
Smoke. Smoke Bombs create smoke in a 30 foot radius. It emits a cloud of smoke that creates a heavily obscured area. A moderate wind (at least 10 miles per hour) disperses the smoke in 1 Minute; a strong wind (20 or more miles per hour) disperses it in 4 rounds. Otherwise it lasts 10 Minutes. Living creatures in the smoke must make a Constitution Save or be Poisoned for 1 Minute (Save DC is equal to your spell save DC), or until they leave the smoke filled area if they stay in it for longer than a Minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Stun. Stun Bombs unleash light and sound in a 30 foot radius. Creatures in the area are Blinded and Deafened for 1 Minute. The target can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success (Save DC is equal to your spell save DC).
Glue. Glue Bombs splash adhesive over a 30 foot radius. The glue is sticky for 1 Minute, unless it bonds to a creature. Creatures in the area are Restrained for 1 Minute. The target can make a Dexterity saving throw at the end of each of its turns, ending the effect on itself on a success (Save DC is equal to your spell save DC).
Grease. Grease covers the ground in a 30-foot square centered on a point within range and turns it into difficult terrain for 10 Minutes. When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone (Save DC is equal to your spell save DC).
Sleep Gas. Sleep Bombs create gas in a 30 foot radius. It emits a cloud of gas that creates a heavily obscured area. A moderate wind (at least 10 miles per hour) disperses the gas in 1 Minute; a strong wind (20 or more miles per hour) disperses it in 4 rounds. Otherwise it lasts 10 Minutes. Living creatures in the gas must make a Constitution Save or fall Unconscious for 1 Minute, or until attacked(Save DC is equal to your spell save DC). The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Stink. Stink Mines are effectively identical to the Stinking Cloud spell, except that they last 10 Minutes, and cover a 30 foot radius. A moderate wind (at least 10 miles per hour) disperses the gas in 1 Minute; a strong wind (20 or more miles per hour) disperses it in 4 rounds.
Summon. A Summon Mine explodes in a flash of light, summoning one Aberration, Construct, Fiend or Ooze of CR 6 or less. The creature lasts for 1 Minute, is under no ones control, and will simply attack whatever is closest to it.
At 12th Level you can make detonators. These allow you to set a Mine or Bomb to explode via detonator, which can be done as a Bonus Action on your turn, or a Reaction on someone else's turn.
DISPOSAL
Beginning at 3rd level, you can make a DC 15 Intelligence Check to determine just exactly how and when a mine or bomb that you can see will detonate. As an Action you can make an DC 20 Intelligence Check to disarm it, and remove it's settings (you must have your Ordnance kit and be adjacent to the detonation range. I.e. if the Mine has a 20 foot range, you must be at least 25 feet from the mine). With another Action you can reset the settings (you must have your Ordnance Kit, and be Adjacent to the mine or bomb).
BOOM BABY!
Starting at 5th level, your explosives are more potent, and you add your Intelligence modifier to spells that do damage in an area, or with anything you create via your Grenades ability.
BOMB SUIT
At 9th level, you have had near misses so many times that you have designed a protective suit. The suit is effectively a suit of armor, whose AC is equal to 14 + dexterity modifier. It weighs 45 lbs., and gives Disadvantage to Dexterity (Stealth) Checks. Dexterity Bonus caps at 2. It also provides Damage Resistance to all damage, but only against damage that comes from area effects, not single target damage. The suit takes a full day to make.
AH HA HA HA HA!
At 15th level, you can 'mine' an area given enough prep time. Taking 1 Round mines up to a 10 ft. by 10 ft. square. Taking 1 Minute mines up to a 100 ft. by 100 ft. square. This doesn't need to literally be a square. For example, if you mine a '10 foot by 10 foot' square, you are actually mining any 4 squares that are touching one another. When creating this minefield, you decide how long you have to get out of the area before it activates (choose from 1 round to 1 Minute). Each 5 foot square in this area contains 1 'mine', which detonates when any creature enters the square. Each mine detonates once, and then that square is safe, and the field lasts until all the mines have exploded or until you dismiss it. An exploding mine does 4d6 + Proficiency Bonus + Intelligence modifier damage of a type of your choice in an area 5 feet across by 30 feet high (creatures flying at 30 feet or less still trigger the mine). Creatures in this area are also blown 35 feet up into the sky, taking falling damage as they land. You may create a minefield once per long rest.
Elemental Burst
1st Level Evocation
Casting Time: 1 Action
Range: 60 feet (10 foot radius)
Components: V, S
Duration: Instantaneous
You cause an explosion of elemental material in a 10 foot radius causing one of the following effects:
Air: 1d10 Bludgeoning damage, plus the targets must make a Strength Save or be Shoved 10 feet in any direction.
Fire: 1d10 Fire damage, plus the targets must make a Strength Save or be Blinded for 1 round.
Stone: 1d10 Slashing damage, plus the targets must make a Constitution Save or be unable to use Reactions for 1 round.
Water: 1d10 Cold damage, and the targets must make a Strength Save or be knocked Prone.
Wood: 1d10 Piercing damage, plus the targets must make a Constitution Save or be Poisoned for 1 round.
At Higher Levels: If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st (to a maximum of 6d10).
Rockburst
2nd Level Evocation
Casting Time: 1 Action
Range: 120 feet (20 foot radius)
Components: V, S
You cause one stone object within range to explode, causing everything within a 20 foot radius to make a Dexterity Save. The spell does 3d6 Piercing or Slashing damage (choose one) on a failed Save, with half as much damage on a successful one.
Fireburst
2nd Level Evocation
Casting Time: 1 Action
Range: Self (10 ft. radius)
Components: V, S, M (a pinch of sulfur)
Duration: Instantaneous
This spell does 3d8 Fire damage in a 10 foot radius emanating from you, and the target must make a Dexterity Save or burn for an additional 1d6 Fire damage at the beginning of each of it's turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success (or can take an Action to put the fire out).
At Higher Levels: If you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Here Comes The Boom
5th Level Evocation
Casting Time: 1 Action
Range: Self
Components: V, S, M (a small pinch of gunpowder)
Duration: Concentration, up to 10 Minutes
While this spell is in effect, anytime you cast a ranged, single target damage spell (Chaos Bolt, Chromatic Orb etc.), any creature or object adjacent to the original target takes half damage. For example if a spell does 6 damage to the target, all adjacent creatures/objects take 3 damage. This only extends to damage, not any other effects the spell may have.
"And so he says, I don't like the cut of your jib, and I go, I says it's the only jib I got, baby!"
Some Artificers use their knowledge to heal or support their team mates. Some use it to fight along side them. You blow stuff up. Not always intentionally. Voted "most likely to murder his own side" in magic school, your reputation hasn't gotten any better since graduating. Even would be Overlords worry abut hiring you, because 'you're that dude with the issues.' At least until you remind them they can't afford to piss you off either. So they hire you to blow stuff up that's far, far away from their domains, and hope for the best.
TOOL PROFICIENCY
When you adopt this specialization at 3rd level, you gain proficiency with an Ordnance Kit. (An Ordnance Kit is 50 GP, and weighs 20 lbs. if it needs replacing).
BOMBER SPELLS
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Bomber 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 Elemental Burst*, Fog Cloud
5th Fireburst*, Rockburst*
9th Fireball, Stinking Cloud
13th Evard's Black Tentacles, Vitriolic Sphere
17th Cloudkill, Here Comes The Boom*
GRENADES
When you reach 3rd level, whenever you finish a long rest, you can magically produce a batch of Grenades via your Ordnance kit. You may create a number of grenades equal to your Proficiency Bonus, and they do not all have to be the same type. As an action, you or another creature can throw the grenade at any square out to a range of 60 feet. The grenade detonates on impact, doing damage in it's area of effect.
You can create additional grenades by expending a spell slot of 1st level or higher for each one. When you do so, you use your action to create the grenade.
Creating a grenade requires you to have an Ordnance Kit.
When you reach certain levels in this class, you can make more grenades at the end of a long rest: +1 at 6th level and +2 at 15th level. At Level 9 you can create a Launcher, giving your Grenades a range of 320 feet. The Launcher is 8 lbs., and may be used by anyone who is Proficient with firearms. You can make the following Grenades:
Damage. Damage Grenades do 2d6 damage if the targets fail a Dexterity Saving Throw, and half damage if they succeed (this increases to 3d6 at Level 6). The grenade has a 10 foot radius, and you can choose one of the following damage types: Bludgeoning, Piercing, Slashing, Acid, Fire, or Poison. At 6th Level you can also choose Cold, Lightning or Thunder. At 9th Level you can choose any damage type. Grenades do magical damage.
Smoke. Smoke Grenades create smoke in a 10 foot radius. It emits a cloud of smoke that creates a heavily obscured area. A moderate wind (at least 10 miles per hour) disperses the smoke in 4 rounds; a strong wind (20 or more miles per hour) disperses it in 1 round. Otherwise it lasts 5 rounds. Living creatures in the smoke must make a Constitution Save or be Poisoned for 1 Minute (Save DC is equal to your spell save DC). The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Stun. Stun grenades unleash light and sound in a 10 foot radius. Creatures in the area must make a Constitution Save or be Blinded and Deafened for 1 Minute (Save DC is equal to your spell save DC). The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Glue. Glue grenades splash adhesive over a 10 foot radius. The glue is sticky for 5 rounds, unless it bonds to a creature. Creatures in the area must make a Dexterity Save or be Restrained for 1 Minute (Save DC is equal to your spell save DC). The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Grease. Grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for 5 rounds. When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone (Save DC is equal to your spell save DC).
Summon. A Summon grenade explodes in a flash of light, summoning one Aberration, Construct, Fiend or Ooze of CR 2 or less. The creature lasts for 5 rounds, is under no ones control, and will simply attack whatever is closest to it.
At 6th Level you can also make the following Grenades:
Sleep Gas. Sleep Grenades create gas in a 10 foot radius. It emits a cloud of gas that creates a heavily obscured area. A moderate wind (at least 10 miles per hour) disperses the gas in 4 rounds; a strong wind (20 or more miles per hour) disperses it in 1 round. Otherwise it lasts 5 rounds. Living creatures in the gas must make a Constitution Save or fall Unconscious for 1 Minute, or until attacked(Save DC is equal to your spell save DC). The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Stink. Stink Grenades are effectively identical to the Stinking Cloud spell, except that they only cover a 10 foot radius, and the cloud only lasts 5 rounds.
At 6th Level you can also make Mines. Mines are placed just under the soil or hidden, and can be used by anyone with Proficiency in an Ordnance Kit. They can be set to detonate when stepped on directly, and even to require a set weight limit to detonate it (that way people set it off but squirrels don't). They can also be set to detonate when something approaches within the detonation range (i.e. if the mine explodes in a 10 foot radius, it will do so when something moves within 10 feet of it). Setting a Mine is an Action. Once set, you have from 1 Round to 1 Minute to move outside of range (you choose the duration when setting the mine). You can make the following Mines:
Damage. Damage Mines do 4d6 damage if the targets fail a Dexterity Saving Throw, and half damage if they succeed. The mine has a 20 foot radius, and you can choose one of the following damage types: Bludgeoning, Piercing, Slashing, Acid, Fire, or Poison. At 9th Level you can also choose Cold, Lightning or Thunder. At 12th Level you can choose any damage type. Mines do magical damage.
Smoke. Smoke Mines create smoke in a 20 foot radius. It emits a cloud of smoke that creates a heavily obscured area. A moderate wind (at least 10 miles per hour) disperses the smoke in 6 rounds; a strong wind (20 or more miles per hour) disperses it in 2 rounds. Otherwise it lasts 1 Minute. Living creatures in the smoke must make a Constitution Save or be Poisoned for 1 Minute (Save DC is equal to your spell save DC). The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Stun. Stun Mines unleash light and sound in a 20 foot radius. Creatures in the area must make a Constitution Save or be Blinded and Deafened for 1 Minute (Save DC is equal to your spell save DC), or Blinded and Deafened for 1 Round if the Save succeeds. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Glue. Glue Mines splash adhesive over a 20 foot radius. The glue is sticky for 1 Minute, unless it bonds to a creature. Creatures in the area must make a Dexterity Save or be Restrained for 1 Minute (Save DC is equal to your spell save DC), or Restrained for 1 Round if the save succeeds. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Grease. Grease covers the ground in a 20-foot square centered on a point within range and turns it into difficult terrain for 1 Minute. When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone (Save DC is equal to your spell save DC).
Sleep Gas. Sleep Mines create gas in a 20 foot radius. It emits a cloud of gas that creates a heavily obscured area. A moderate wind (at least 10 miles per hour) disperses the gas in 6 rounds; a strong wind (20 or more miles per hour) disperses it in 2 rounds. Otherwise it lasts 1 Minute. Living creatures in the gas must make a Constitution Save or fall Unconscious for 1 Minute, or until attacked(Save DC is equal to your spell save DC). The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Stink. Stink Mines are effectively identical to the Stinking Cloud spell, except that they last 1 Minute. A moderate wind (at least 10 miles per hour) disperses the gas in 6 rounds; a strong wind (20 or more miles per hour) disperses it in 2 rounds.
Summon. A Summon Mine explodes in a flash of light, summoning one Aberration, Construct, Fiend or Ooze of CR 4 or less. The creature lasts for 1 Minute, is under no ones control, and will simply attack whatever is closest to it.
At 9th Level you can also make Bombs. Bombs are placed just under the soil or hidden, and can be used by anyone with Proficiency in an Ordnance Kit. They can be set to detonate when stepped on directly, or via proximity like Mines. They can also be set to detonate via timer. The Bomb can be set to detonate in any time ranging from 1 round to 1 Week. Setting a Bomb is an Action. Once set, you have from 1 Round to 1 Minute to move outside of range before the settings take place (assuming of course that you aren't setting it to detonate via timer, also you choose the duration when setting the bomb). You can make the following Bombs:
Damage. Damage Bombs do 8d6 damage if the targets fail a Dexterity Saving Throw, and half damage if they succeed. The bomb has a 30 foot radius, and you can choose one of the following damage types: Bludgeoning, Piercing, Slashing, Acid, Fire, or Poison. At 12th Level you can also choose Cold, Lightning or Thunder. At 15th Level you can choose any damage type. Bombs do magical damage.
Smoke. Smoke Bombs create smoke in a 30 foot radius. It emits a cloud of smoke that creates a heavily obscured area. A moderate wind (at least 10 miles per hour) disperses the smoke in 1 Minute; a strong wind (20 or more miles per hour) disperses it in 4 rounds. Otherwise it lasts 10 Minutes. Living creatures in the smoke must make a Constitution Save or be Poisoned for 1 Minute (Save DC is equal to your spell save DC), or until they leave the smoke filled area if they stay in it for longer than a Minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Stun. Stun Bombs unleash light and sound in a 30 foot radius. Creatures in the area are Blinded and Deafened for 1 Minute. The target can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success (Save DC is equal to your spell save DC).
Glue. Glue Bombs splash adhesive over a 30 foot radius. The glue is sticky for 1 Minute, unless it bonds to a creature. Creatures in the area are Restrained for 1 Minute. The target can make a Dexterity saving throw at the end of each of its turns, ending the effect on itself on a success (Save DC is equal to your spell save DC).
Grease. Grease covers the ground in a 30-foot square centered on a point within range and turns it into difficult terrain for 10 Minutes. When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone (Save DC is equal to your spell save DC).
Sleep Gas. Sleep Bombs create gas in a 30 foot radius. It emits a cloud of gas that creates a heavily obscured area. A moderate wind (at least 10 miles per hour) disperses the gas in 1 Minute; a strong wind (20 or more miles per hour) disperses it in 4 rounds. Otherwise it lasts 10 Minutes. Living creatures in the gas must make a Constitution Save or fall Unconscious for 1 Minute, or until attacked(Save DC is equal to your spell save DC). The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Stink. Stink Mines are effectively identical to the Stinking Cloud spell, except that they last 10 Minutes, and cover a 30 foot radius. A moderate wind (at least 10 miles per hour) disperses the gas in 1 Minute; a strong wind (20 or more miles per hour) disperses it in 4 rounds.
Summon. A Summon Mine explodes in a flash of light, summoning one Aberration, Construct, Fiend or Ooze of CR 6 or less. The creature lasts for 1 Minute, is under no ones control, and will simply attack whatever is closest to it.
At 12th Level you can make detonators. These allow you to set a Mine or Bomb to explode via detonator, which can be done as a Bonus Action on your turn, or a Reaction on someone else's turn.
DISPOSAL
Beginning at 3rd level, you can make a DC 15 Intelligence Check to determine just exactly how and when a mine or bomb that you can see will detonate. As an Action you can make an DC 20 Intelligence Check to disarm it, and remove it's settings (you must have your Ordnance kit and be adjacent to the detonation range. I.e. if the Mine has a 20 foot range, you must be at least 25 feet from the mine). With another Action you can reset the settings (you must have your Ordnance Kit, and be Adjacent to the mine or bomb).
BOOM BABY!
Starting at 5th level, your explosives are more potent, and you add your Intelligence modifier to spells that do damage in an area, or with anything you create via your Grenades ability.
BOMB SUIT
At 9th level, you have had near misses so many times that you have designed a protective suit. The suit is effectively a suit of armor, whose AC is equal to 14 + dexterity modifier. It weighs 45 lbs., and gives Disadvantage to Dexterity (Stealth) Checks. Dexterity Bonus caps at 2. It also provides Damage Resistance to all damage, but only against damage that comes from area effects, not single target damage. The suit takes a full day to make.
AH HA HA HA HA!
At 15th level, you can 'mine' an area given enough prep time. Taking 1 Round mines up to a 10 ft. by 10 ft. square. Taking 1 Minute mines up to a 100 ft. by 100 ft. square. This doesn't need to literally be a square. For example, if you mine a '10 foot by 10 foot' square, you are actually mining any 4 squares that are touching one another. When creating this minefield, you decide how long you have to get out of the area before it activates (choose from 1 round to 1 Minute). Each 5 foot square in this area contains 1 'mine', which detonates when any creature enters the square. Each mine detonates once, and then that square is safe, and the field lasts until all the mines have exploded or until you dismiss it. An exploding mine does 4d6 + Proficiency Bonus + Intelligence modifier damage of a type of your choice in an area 5 feet across by 30 feet high (creatures flying at 30 feet or less still trigger the mine). Creatures in this area are also blown 35 feet up into the sky, taking falling damage as they land. You may create a minefield once per long rest.
Elemental Burst
1st Level Evocation
Casting Time: 1 Action
Range: 60 feet (10 foot radius)
Components: V, S
Duration: Instantaneous
You cause an explosion of elemental material in a 10 foot radius causing one of the following effects:
Air: 1d10 Bludgeoning damage, plus the targets must make a Strength Save or be Shoved 10 feet in any direction.
Fire: 1d10 Fire damage, plus the targets must make a Strength Save or be Blinded for 1 round.
Stone: 1d10 Slashing damage, plus the targets must make a Constitution Save or be unable to use Reactions for 1 round.
Water: 1d10 Cold damage, and the targets must make a Strength Save or be knocked Prone.
Wood: 1d10 Piercing damage, plus the targets must make a Constitution Save or be Poisoned for 1 round.
At Higher Levels: If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st (to a maximum of 6d10).
Rockburst
2nd Level Evocation
Casting Time: 1 Action
Range: 120 feet (20 foot radius)
Components: V, S
You cause one stone object within range to explode, causing everything within a 20 foot radius to make a Dexterity Save. The spell does 3d6 Piercing or Slashing damage (choose one) on a failed Save, with half as much damage on a successful one.
Fireburst
2nd Level Evocation
Casting Time: 1 Action
Range: Self (10 ft. radius)
Components: V, S, M (a pinch of sulfur)
Duration: Instantaneous
This spell does 3d8 Fire damage in a 10 foot radius emanating from you, and the target must make a Dexterity Save or burn for an additional 1d6 Fire damage at the beginning of each of it's turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success (or can take an Action to put the fire out).
At Higher Levels: If you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Here Comes The Boom
5th Level Evocation
Casting Time: 1 Action
Range: Self
Components: V, S, M (a small pinch of gunpowder)
Duration: Concentration, up to 10 Minutes
While this spell is in effect, anytime you cast a ranged, single target damage spell (Chaos Bolt, Chromatic Orb etc.), any creature or object adjacent to the original target takes half damage. For example if a spell does 6 damage to the target, all adjacent creatures/objects take 3 damage. This only extends to damage, not any other effects the spell may have.