Blast Seeker
Blast Seekers delight in explosions and are constantly tinkering on highly dangerous Chaos Grenades. They tap into elemental powers throughout the Elemental Chaos to produce spectacular blasts. Powerful Blast Seekers can cause infamous Overcast effects to push their limits and inflict massive destruction.
| Level | Spells |
|---|---|
| 3 | Chromatic Orb, Thunderwave |
| 5 | Gust of Wind, Scorching Ray |
| 9 | Pulse Wave, Wall of Sand |
| 13 | Ice Storm, Vitriolic Sphere |
| 17 | Destructive Wave, Wall of Stone |
| 1D4 | Grenade Type | Effect |
|---|---|---|
| 1 | Elemental Air | Creatures take magical Bludgeoning damage and are pushed back 20 ft. |
| 2 | Elemental Earth | Creatures take Thunder damage and have their movement speed halved until the end of their next turn. |
| 3 | Elemental Fire | Creatures take Fire damage and take an additional 1D6 Fire damage at the start of their next turn. |
| 4 | Elemental Water | Creatures take Cold damage and are knocked Prone. |
| 1D4 | Grenade Type | Effect |
|---|---|---|
| 1 | Elemental Ice | Creates an icy where each creature that starts their turn in or enters the Difficult Terrain that fails the saving throw falls Prone and takes 1D8 Bludgeoning damage. |
| 2 | Elemental Magma | Creates an molten area where each creature that starts their turn in or enters the Difficult Terrain that fails the saving throw takes 1D8 Fire damage. Creatures take 1D4 Fire damage every 5 ft they move in this area. |
| 3 | Elemental Ooze | Creates a sticky swamp where each creature that starts their turn in or enters the Difficult Terrain that fails the saving throw is Restrained with an escape STR of 18. |
| 4 | Elemental Smoke | Creates a smokey haze where each creature that starts their turn in or enters the Difficult Terrain that fails the saving throw is Blinded until the end of their next turn. Spells require sight that originate or pass through the Difficult Terrain automatically fail. |
| 1D8 | Grenade Type | Effect |
|---|---|---|
| 1 | Elemental Ash | Creatures take Cold damage and are Blinded until the end of their next turns. Creates a cool area of drifting ash where each creature that starts their turn in or enters the Difficult Terrain must repeat the saving throw and on a failed save has a 1D10 penalty to their next D20 test or until one minute has passed. |
| 2 | Elemental Dust | Non-living creatures take Necrotic damage and living creatures take twice as much damage. Creates a swirling maelstrom of suffocating dust where each creature that starts their turn in or enters the Difficult Terrain that fails the saving throw has their hit point maximum reduced by 1D8. If a creature has their hit point maximum reduced to zero by this effect they are Disintegrated. |
| 3 | Elemental Lightning | Creatures take Lightning damage and are Stunned until the end of their next turn. Creates a tempestuous area where each creature that starts their turn in or enters the Difficult Terrain must repeat the saving throw taking 2D6 Lightning damage. |
| 4 | Elemental Mineral | Creatures take Radiant damage and attack with disadvantage until their end of their next turn. Creates a shining display of jagged crystals where each creature that starts their turn in or enters the Difficult Terrain must repeat the saving throw and on a failed save begin to become Petrified. If a creature fails four saving throws from this effect they become Petrified. |
| 5 | Elemental Radiance | Creatures take Radiant and Fire damage. Creates an area of blazing hot brilliance where each creature that starts their turn in or enters the Difficult Terrain must repeat the saving throw and on a failed save the creature is Blinded until the end of their next turn and takes an additional 1D6 Radiant and Fire damage. |
| 6 | Elemental Salt | Creatures take Acid damage and have a 1D10 penalty to their next D20 test or until one minute has passed. Creates a barren area of floating salt crystals where each creature that starts their turn in or enters the Difficult Terrain has their movement speed halved (This stacks with Difficult Terrain). If a creature spends more than three turns in the area they suffer one level of Exhaustion. |
| 7 | Elemental Steam | Creatures take Cold damage and cannot take Reactions until their end of their next turn. Creates a swirling area of mist where visibility is 10 ft and each creature that starts their turn in or enters the Difficult Terrain must roll 1D4 and move that direction if they use their movement speed. 1- Forward 2- Backward 3- Right side 4- Left side |
| 8 | Elemental Void | Creatures take Necrotic damage and any items that are not being worn or held that are non magical are disintegrated. Then all creatures fall 30 ft down as the ground itself disintegrates beneath them. This creates a barren void where creatures that require air to breathe begin to suffocate. If a creature that requires air to breath stays in the area for 3 turns they gain one level of Exhaustion and if they remain for 4 turns they fall Unconscious and if they remain for 6 turns they die. Air floods back into the area after one minute. |
| 1D4 | Grenade Type | Effect |
|---|---|---|
| 1-2 | Energy Negative | Creatures take Necrotic damage and suffer two levels of Exhaustion and cannot regain hit points until finishing a long or short rest. |
| 3-4 | Energy Positive | Creatures take Radiant damage and are Blinded until the spell Lesser Restoration or a similar spell is cast on them. Undead of CR 4 or lower are disintegrated on a failed save. |
| 1D4 | Overcast Type | Effect |
|---|---|---|
| 1 | Chaos | Creatures that fail the saving throw have disadvantage on D20 tests for one minute and creatures that succeed the saving throw have advantage on D20 tests for one minute. |
| 2 | Counterflux | Creatures that fail the saving throw automatically fail their next 1D4 - 1 saving throws. Creatures that succeed the saving throw automatically succeed their next 1D4 - 1 saving throws. This effect lasts for one minute. |
| 3 | Fluxbending | Creatures that succeed the saving throw are teleported to a random place determined by the DM within 120 ft of the explosion. On a failed save creatures take 3D10 Thunder Damage. |
| 4 | Galvanic | Creatures that fail the saving throw take 2D10 Lighting damage and 2D10 Force damage. Creatures that succeed the saving throw regain 2D10 + your INT modifier (Minimum 1) hit points. |
Subclass Features
Speciality Spells
Your specialization and training grant you the following spells. You know the following spells and they do not count towards the number of spells you can prepare.
Tool Proficiency
You have been tapping into dangerous mixtures and tinctures to tap into the Elemental Chaos. You are proficient with Alchemist Tools. If you already have this proficiency, you gain proficiency with one other type of Artisan's Tool of your choice.
Chaos Grenade Type I
You crafted devastating devices that unleash the wrath from certain planes within the Elemental Chaos. You can create Chaos Grenades equal to your INT modifier (Minimum 1) during the course of a long rest. You can maintain Chaos Grenades up to your INT modifier (Minimum 1) + your Proficiency Bonus. If you create more Chaos Grenades than you can maintain the oldest Chaos Grenades crumbles to dust.
Chaos Grenades have a throwing range of 30/90 ft and explode in a radius of 15 ft forcing each creature in range to make a DEX saving throw DC equal to your spell save DC dealing 2D6 damage of the correlating type on a failed save with any additional effects as described in the Chaos Grenade Type I Table or half as much damage without the additional effects. You roll 1D4 to determine the type of Chaos Grenade you made after making an attack with it.
Chaos Grenade Type I Table
Chaos Grenade Type II
You craft more versatile grenades that tap further into the Elemental Chaos. You roll 1D4 to determine the type of Chaos Grenade you made after making an attack with it. Type II Chaos Grenades create areas of Difficult Terrain with a radius of 30 ft when thrown that last for one minute. If the area effect has a saving throw, it is a DEX saving throw with a DC equal to your Spell Save DC. If Difficult Terrains overlap from your Chaos Grenades, the oldest Difficult Terrain becomes inert where their areas overlap.
Chaos Grenade Type II Table
Quick Craft
In a pinch you are never left without explosives. You can expend a 1st or higher spell slot and spend an action creating a Chaos Grenade type I or II.
You can use this feature once per long or short rest.
Chaos Grenade Type III
You craft exotic grenades that tap deep into the Elemental Chaos. You roll 1D8 to determine the type of Chaos Grenade you made after making an attack with it. Type III Chaos Grenades create areas of Difficult Terrain with a radius of 30 ft when thrown that last for one minute and deal 3D8 damage of the correlating type on a failed save as well as an additional effect. If a creature succeeds the saving throw the creature takes half as much damage and does not suffer the additional effect. If the area effect has a saving throw, it is a DEX saving throw with a DC equal to your Spell Save DC.
Chaos Grenades that are Type III count as two Chaos Grenades for the purposes of maintenance.
Chaos Grenade Type III Table
Masterful Quick Craft
In a pinch you are never left without serious firepower. You can expend a 2nd or higher spell slot and spend an action creating a Chaos Grenade type III.
You can use this feature once per long rest.
Chaos Grenade Type IV
You craft terrifying grenades that delve into the far reaches of the multiverse. You roll 1D4 to determine the type of Chaos Grenade you made after making an attack with it. Type IV Chaos Grenades deal 8D6 damage of the correlating type on a failed save as well as an additional effect. If a creature succeeds the saving throw the creature takes half as much damage and does not suffer the additional effect.
Chaos Grenades that are Type IV count as four Chaos Grenades for the purposes of maintenance.
Chaos Grenade Type IV Table
Overcasting
You, yourself can become a glorious explosive through arcane means discovered through intense research. You create a mystical and arcane explosion centered on yourself with a radius of 30 ft forcing you and each creature within the area to make a CON saving throw DC equal to your spell save DC. You have advantage on this saving throw. Roll 1D4 to determine the nature of your Overcasting.
You can use this feature once per long rest or you can expend a 2nd level or higher spell slot and regain the use of this feature.
Overcasting Table