Empowered Spell (3/Day). When the blastseeker rolls damage for a spell, it can reroll up to four dice of damage. It must use the new dice.
Tides of Chaos (1/Day). The blastseeker makes one attack roll, ability check, or saving throw with advantage.
Innate Spellcasting. The blastseeker's innate spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The blastseeker can innately cast the following spells, requiring no components other than its Izzet gear, which doesn't function for others:
2/day: fireball
3/day each: scorching ray, shield, thunderwave
Warhammer. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:6 (1d8 + 2) bludgeoning damage, or 7 (1d10 + 2) bludgeoning damage if used with two hands.
While chemisters focus on inventing new tools, weapons, and other devices for the guild to use, the role of a blastseeker is to put those devices to work. Despite the name, not all such devices produce explosions, but all the most interesting ones (from the Izzet perspective) do.