DUNGEON
CRAWLER WORLD

Sub-Classes / Campaign reference

Compensated Anarchist

Updated November 1, 2026

SYSTEM NOTE: COMPENSATED ANARCHIST

You blow things up for money and call it a political position. The System admires both your principles and your invoices. Please keep your charges away from the load-bearing walls. We just had those replaced.

Parent class: Artificer
Feature levels: 3, 5, 9, 15

You retain all features of the updated Artificer base class. This subclass grants features at Artificer levels 3, 5, 9, and 15.

Features

Level 3 — Anarchist Spells

These spells are always prepared, count as Artificer spells for you, and do not count against your prepared-spell limit. They require their normal spell slots and components.

Artificer level Always-prepared spells
3 Shield, Thunderwave
5 Knock, Shatter
9 Dispel Magic, Fear
13 Fabricate, Freedom of Movement
17 Passwall, Telekinesis

You can describe these effects as devices, sabotage tools, or System modifications. Their spell mechanics remain unchanged.

Level 3 — Workshop Training

Gain proficiency with Smith’s Tools. If you already have it, choose another Artisan’s Tool proficiency. When you finish a Long Rest with Smith’s Tools available, you can modify one pair of gauntlets into Breaker Gauntlets. Only one pair can remain modified; creating another ends the previous modification. While worn, each gauntlet functions for you as a Simple Melee weapon dealing 1d6 Bludgeoning damage. It has no weapon properties. You may use Intelligence instead of Strength for its attack and damage rolls. A hand must be empty to attack with its gauntlet. These are weapon attacks, not Unarmed Strikes, and grant no additional attacks.

Level 3 — System Charges

When you finish a Long Rest with Tinker’s Tools available, create a number of magical charges equal to your Intelligence modifier, minimum one. As a Magic action, expend one charge and select a point you can see within 60 feet. Each creature in a 5-foot-radius Sphere centered there makes a Dexterity saving throw against your subclass DC. On a failure, a creature takes 2d6 Fire or Thunder damage, chosen when you activate the charge; on a success, it takes half. Only you can activate these charges. Unused charges expire when you finish your next Long Rest. They have no sale value and cannot be stockpiled. While holding Tinker’s Tools, you can take a Magic action and expend a spell slot to create one replacement charge. You cannot exceed your normal maximum.

Level 5 — Applied Mayhem

You can attack twice instead of once whenever you take the Attack action. Once during that action, you may replace one attack with the activation of a System Charge. Your charges now deal 3d6 damage.

Level 9 — Controlled Demolition

Your charges now deal 4d6 damage. When activating a charge, choose a number of creatures you can see in its area up to your Intelligence modifier, minimum one. Those creatures automatically succeed on their saves and take no damage. After activating a charge on your turn, you may immediately move up to 10 feet without provoking opportunity attacks. This movement does not expend your Speed.

Level 15 — Grand Demolition

Your charges now deal 5d6 damage. Once per Long Rest, when activating a charge, you may increase its radius to 15 feet and add 4d6 to its damage. Controlled Demolition still applies. You also gain Resistance to Fire and Thunder damage.