Font of the Engineer

You use your knowledge of Tinkering and of Explosives to create explosive gadgets you can use during combat. Demolitionists who choose to take up the Font of the Engineer prefer to create useful explosive contraptions to make their explosives all the more deadly.

### **Improved Versatility**

When you choose this font at 3rd level, you gain an additional option from the Versatile Explosive feature. Additionally, when you make explosives and choose to use the Versatile Explosive feature, you can use two options on the same set of explosives. Some options cannot be combined. Incendiary Explosive cannot be combined with Spiked or Sticky Explosives, and Sticky Explosive cannot be combined with Volatile Explosive.

### **Remote Detonation**

Also at 3rd level, you can set an explosive down as an action and charge the explosive. You can then use your reaction to cause the explosive to detonate. The Versatility used enhances the explosive, adding the normal force damage to the damage. An explosive charged by this feature loses potency after 8 hours.

### **Destructive Flashbang**

Beginning at 7th level, any creature that fails its saving throw against your flashbangs takes 1d6 thunder damage. Additionally, you can use a Versatile Explosive option when you make flashbangs. Each option provides a different benefit for flashbangs than it does for your normal explosives, as listed below:

* **Aerodynamic Flashbang.** This streamlined casing increases the range of flashbangs made using it to 120 feet.
* **Incendiary Flashbang.** This flammable powder causes flashbangs made with it to give off a fiery explosion, adding 1d6 fire damage to the flashbang’s damage.
* **Potent Flashbang.** This powerful component increases the damage dice of flashbangs made using it from d6s to d10s.
* **Spiked Flashbang.** This dangerous casing pierces the target and surrounding creatures with spikes. On a hit, the target takes piercing damage equal to the ability modifier you used to throw the explosive. The thunder damage caused by the flashbang is also increased by the same modifier, due to the shrapnel.
* **Sticky Flashbang.** This adhesive causes a flashbang to stick to the target. Flashbangs made with this component reduce the target’s movement speed by half until the end of its next turn on a hit.
* **Volatile Flashbang.** This powder doesn’t cause thunder damage to the target, but the area of the flashbang increases to a 15-foot radius.

### **Imploding Explosive**

By 11th level, when you are making explosives you are able to use your extra spare parts to create an imploding explosive. The explosive has a throwing range of 20 ft./60 ft., and on a hit the target takes 1d12 force damage, is restrained and will take this damage on the next two rounds. Each round for two rounds, after the initial explosion, all characters within 10 feet of the explosion get pulled 5 ft. closer to the point where the explosive went off, and if a character is pulled into the point where the explosive went off they take 1d12 force on the next round and are restrained like the target of the explosive. This happens until, the second round after the initial explosion. Then the explosive blasts all enemies 10ft. away from the initial point of explosion dealing 1d6 piercing damage to all affected. You can have one imploding explosive at a time as they are made from spare parts. It takes 10 minutes in a short rest to make one imploding explosive or you can craft one as part of a long rest.

### **Clockwork Explosive**

By 15th level, you have adapted your explosives to use very delicate clockwork to track down and hunt enemies. You take your action to designate one enemy within 100 ft. Then as you place the explosive on the ground it seeks out your designated target. When the clockwork explosive reaches its target it explodes dealing the regular damage of your explosives to all within 5 ft. of the explosive. The explosives have 10 AC, 15 HP, and can be attacked, but when an explosive dies it explodes. You do not need to make a ranged attack for clockwork explosive to hit the enemy, but if the enemy moves out of the 100 ft. range centered on the area where you activated the clockwork explosive the explosive simply follows the enemy up to till the explosive reaches the edge of the range then it falls on the ground and explodes. Your clockwork explosives can be affected by your versatile explosive option and your improved versatility option. Your clockwork explosives have a flying speed of 30 ft. and will stay active for 24 hours before they turn back to normal. You can turn up to half of your regular explosives you make into clockwork explosives as part of a long rest or you can take a separate 30 minuets as part of a short rest to build them. You can have an amount of clockwork explosives equal to half the amount of explosives you can normally make.