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Bombardier

Bombardiers study the development of antipersonnel munitions. Crafting unique ammunition and augments to their engines, these incorrigible engineers forge new ways to wreak melty death upon their foes.

Bombardier Genius Sparks
Level Spells
3rd Ray of sickness
5th Acid arrow
9th Conjure barrage
13th Arcane eye
17th Conjure volley

Bonus Proficiencies

When you choose this field of study at 3rd level, you gain proficiency with smith’s tools, hand crossbow, and heavy crossbow.

Engine Ammunition

Starting when you choose this field of study at 3rd level, you craft an ammo bag used to carry a special kind of ammunition for your Affect-Engines. Your ammo bag includes all of the materials needed to craft and produce your special kind of ammunition.

You can have a number of pieces of ammunition equal to your Intelligence modifier. You regain expended uses at the end of a long rest.

At the end of a short rest, you can regain one piece of Engine Ammunition. To do so, you must spend at least 30 minutes of the rest crafting the piece of Engine Ammunition. If you lose your ammo bag, you can create a new one using Construction and 25 gp of leather and other raw materials, though you can only restore its ammunition during short and long rests.

Engine Blast

Also at 3rd level, you modify your Affect-Engines to fire Engine Ammunition. As a bonus action you can load a piece of Engine Ammunition into an AffectEngine that is attached to a weapon you are wielding.

An Affect-Engine can hold only one piece of Engine Ammunition at a time. As an action, you can expend one piece of loaded Engine Ammunition.

The dice of your Engine Blast increase when you reach certain levels in this class, becoming 4d6 at 7th level, 5d6 at 10th level, 6d6 at 15th level, and 7d6 at 20th level.

Cold Engine: Cold Snap (range 60 feet). You launch a ball of cold energy to a point within range. It expands into a 10-foot-radius sphere. Each creature in the area must make a Constitution saving throw. On a failed save, a creature takes 3d6 cold damage and its speed is reduced by half until the end of its next turn. On a successful save, it takes half as much damage. Creatures immune to cold are immune to this effect.

Flame Engine: Burner Shot (self 15-foot-cube). You unleash a burst of conflagration that razes the space in front of you. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 3d6 fire damage and has disadvantage on the first attack roll it makes before the end of its next turn. On a successful save, a creature takes half as much damage. Creatures immune to fire are immune to this effect.

Lightning Engine: Arcing Jolt (range 30 feet). You let loose a stream of electricity against a target within range. The target must make a Dexterity saving throw. On a failed save, the target takes 3d6 lightning damage and cannot take reactions until the end of its next turn. On a successful save, the target takes half as much damage. If there is another creature within 10 feet of the target (not including yourself), the stream then targets that creature and forces it to make a Dexterity saving throw. The stream can target a number of creatures equal your Intelligence modifier. A creature that has been the target of an arcing jolt cannot be the target of the same arcing jolt again. Creatures immune to lightning are immune to this effect.

Modify Ranged Weaponry

At 7th level, you modify your Affect-Engines to improve the capabilities of any ranged weapon they are attached to. A ranged weapon with an attached Affect-Engine doubles its normal range. Whenever you make a ranged weapon attack using a ranged weapon with an attached Affect-Engine, you can change the attack’s damage to the Affect-Engine’s type.

Sensory Assault

At 10th level, you can make one of the following attacks using Engine Blast. These attacks all have a range of 60 feet, target a 15-foot-radius sphere, and creatures who fail their saving throws repeat them at the end of each of their turns.

Cold Engine: Speak No Evil, Leaching Voice. Creatures in the area must make a Constitution saving throw. On a failed save, a creature is unable to speak or cast spells that require vocal components for 1 minute.

Flame Engine: See No Evil, Blinding Flare. Creatures in the area must make a Dexterity saving throw. On a failed save, a creature is blinded for 1 minute.

Lightning Engine: Hear No Evil, Concussive Roar.

Creatures in the area must make a Strength saving throw. On a failed save, a creature is deafened for 1 minute and knocked prone.

Penetrating Round

Starting at 15th level, you modify your Affect-Engines to trade accuracy for penetrative power. While wielding a ranged weapon with an attached Affect Engine, if you have advantage on a ranged weapon attack, you can forgo having advantage to target an additional creature within your weapon’s normal range that is directly behind the first target. You apply the same attack roll to both targets.

Epic Bombardment

By 20th level, you learn how to maximize the destructive potential of your Engine Ammunition at the cost of efficiency.

As an action, you can make a special attack with a ranged weapon that has at least three of your AffectEngines attached to it, expending one piece of Engine Ammunition per Affect-Engine. This attack has a range of 300 feet and targets a 60-foot-radius sphere that spreads around corners. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 4d12 energy damage per piece of Engine Ammunition, or half as much damage on a successful one. The type of damage for each 4d12 is determined by the attached Affect-Engines. Objects and structures in the area take double damage.

Section 15: Copyright Notice

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