How do artificers make nukes?

Artificers and Atomic Armageddon: A Guide to Building Nukes in D&D

How exactly do artificers make nukes? The short answer: with immense difficulty, a creative interpretation of their abilities, a DM willing to bend (or break) the rules, and a whole lot of in-game justification rooted in both magic and pseudo-science. The Dungeons & Dragons (D&D) world is a place of fantasy, but weaving elements of real-world science into the magical framework of an artificer allows for some truly spectacular – and devastating – creations. Forget your +1 swords; we’re talking about mushroom clouds! This article explores the theoretical process of artificers creating nukes within the D&D framework and will include common questions that surround this unique topic.

The Artificer’s Arsenal: Beyond the Average Gunsmith

Before diving into the radioactive rabbit hole, let’s define our terms. An artificer, in D&D, is a master of both magic and invention. They are uniquely capable of imbuing items with magical properties and creating devices that blur the line between technology and enchantment. While they might conjure up a pistol or ammo from the nearby blacksmith, their true strength lies in repurposing, adapting, and creating something entirely new. This is crucial because, let’s face it, the Player’s Handbook doesn’t explicitly include a “Nuke Creation” spell.

The artificer, with the right skill, can make guns. Gunslinger artificers are masters of engineering, forgers of firearms powered by a combination of science and magic.

Gathering the “Ingredients”

Here’s where the fun (and the DM’s headache) begins. We’re talking about securing fissile material, namely uranium or plutonium. These materials are not typically found in your average fantasy setting, so the artificer must get creative. Here are some possible routes:

  • Interplanar Trade: Perhaps the artificer discovers a portal to a world with more advanced technology, where these materials are mined or manufactured.
  • Magical Transmutation: Using powerful transmutation spells (modified, of course, to fit the setting), the artificer could attempt to transmute other, more common elements into uranium or plutonium. This would require a high level of magical expertise and potentially dangerous experimentation.
  • Ancient Ruins: Maybe a long-lost civilization possessed knowledge of nuclear physics, leaving behind caches of fissile material in their ruins, guarded by ancient constructs and arcane traps.
  • Divine Intervention (With a Twist): Like the beginning article stated, a cleric’s Divine Intervention spell, carefully worded, might be able to provide the knowledge or the raw materials needed, though the deity might have… reservations.
  • Salvaged from a Crash: Perhaps a crashed interdimensional vessel from a technologically advanced race contains the crucial elements. The artificer would have to study the wreckage and reverse-engineer its technology.

The Art of Detonation

Simply having uranium or plutonium isn’t enough. The artificer must find a way to create a controlled nuclear fission reaction. This requires an incredibly precise arrangement of the fissile material, a triggering mechanism (likely involving high explosives and/or concentrated magical energy), and a method for containing and focusing the resulting energy.

Here are some ways to achieve this:

  • Imbued Explosives: Artificers are skilled at imbuing items with magical properties. They could create explosives that, when detonated, not only provide the necessary compression but also channel magical energy to initiate and sustain the fission reaction.
  • Arcane Containment Field: A powerful magical field could be used to contain the initial explosion and direct the energy outward in a controlled manner. This is where the “art” of the artificer truly shines, blending magic and science.
  • Clockwork Mechanisms: The artificer could design a complex clockwork mechanism to precisely control the timing and alignment of the fissile material and the triggering explosives.

The Ethics of Atomic Warfare

Of course, building a nuke in D&D raises some serious ethical questions. Is it right to wield such destructive power? What are the potential consequences of introducing nuclear weapons into a fantasy world? These are crucial questions to explore, both in terms of roleplaying and the overall narrative of the campaign. Perhaps the artificer is motivated by a desperate need to defend their homeland, or perhaps they are driven by a thirst for knowledge and power, with little regard for the consequences. Consider reaching out to the Games Learning Society to consider some educational opportunities related to the ethical responsibilities of the players in these games.

Frequently Asked Questions (FAQs)

  1. Is it even possible for an artificer to make a nuke, RAW (Rules As Written)? No. The D&D rules don’t provide explicit mechanisms for nuclear weapon creation. This requires heavy house-ruling and creative interpretation.
  2. What skills would an artificer need to attempt this? High Intelligence, proficiency in Arcana, Tinker’s Tools, and possibly proficiency in Alchemist’s Supplies (for creating the triggering explosives). A good handle on Physics (or its D&D equivalent) would also be helpful.
  3. What spells would be useful? Transmute Rock, Fabricate, Creation, and potentially Wish (for acquiring fissile material). Spells that create or manipulate energy, like Fireball (modified), could also be used.
  4. How powerful would a nuke be in D&D terms? Devastating. The DM would need to invent new damage types and area-of-effect rules to reflect the sheer destructive power of a nuclear explosion. Think instantaneous destruction within a large radius, followed by lingering radiation effects.
  5. What are the risks of failure? A catastrophic explosion that could wipe out the artificer and their surroundings. Or, at the very least, severe radiation poisoning.
  6. How would radiation work in D&D? The DM would need to create rules for radiation exposure, potentially causing Constitution damage, mutations, or long-term illness.
  7. Could a paladin or cleric detect the creation of a nuke as an evil act? Potentially. The act of creating such a destructive weapon could register as an act of extreme evil, depending on the alignment and sensibilities of the deity in question.
  8. What are the long-term consequences of a nuclear explosion in a D&D world? Widespread environmental damage, mutated creatures, and lingering radiation. The land might become uninhabitable for generations.
  9. Could a Wish spell be used to create a nuke? Technically, yes, but the Wish spell has significant risks, and the DM is free to twist the wording to create unexpected consequences.
  10. Could an artificer use the Replicate Magic Item infusion to create something related to nuclear weapons? Unlikely, unless the DM allows for a very creative interpretation of existing magic items. Maybe a device that simulates a small EMP burst, but not a full-blown nuke.
  11. What if the artificer is a Battlesmith? Could their Steel Defender help? The Steel Defender could assist with the physical construction and manipulation of the components, but it wouldn’t provide the magical expertise needed.
  12. How would you balance this in a campaign? Introduce significant risks, moral dilemmas, and long-term consequences. The nuke should be a last resort, not a readily available weapon. Consider limiting the availability of resources and increasing the difficulty of crafting.
  13. Could a party of adventurers stop an artificer from building a nuke? Absolutely! The quest to stop the creation of a nuke could be a thrilling and morally complex campaign arc.
  14. What resources are available to learn more about artificers? The Eberron: Rising from the Last War and Tasha’s Cauldron of Everything books for D&D 5e provide official rules and information about artificers.
  15. Where can I find community discussions about D&D and game learning? Visit GamesLearningSociety.org for discussions about incorporating game-based learning into educational settings.

The artificer’s ability to make a nuke comes down to creativity, resourcefulness, a little bit of rule-bending, and a DM willing to embrace the chaos. It’s a high-risk, high-reward endeavor that can add a truly unique and memorable element to your D&D campaign. Just be prepared for the fallout.

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