Base Class: Rogue
Sappers specialize in using destructive forces to blow apart enemies and environment alike. They are not very subtle, but don’t mind getting their hands dirty in order to find the quickest and easiest way to overcome obstacles.
|3rd||Tools of the Trade, Controlled Blast|
Tools of the Trade
Beginning at 3rd level, you have developed a way to create small explosives that are an effective means of combat.
You gain proficiency with ranged attacks, improvised weapons, Alchemist's Supplies and Tinker's Tools. You are proficient with the explosives, which are simple ranged weapons that weigh 1/2 pound and have the thrown and finesse property with a range of 20/60. On a hit, the explosive deals 1d6 fire damage. Additionally, each creature within 5 feet of the target, including the target, must succeed on a Dexterity saving throw or take 1d6 piercing damage from the shrapnel. The DC for the saving throw equals 8 + your Intelligence modifier + your proficiency bonus.
You must spend at least 30 minutes during a rest to make your explosives using alchemist’s supplies and your explosive kit, which is a pouch containing the specialized ingredients that you have perfected through your studies. At the end of 30 minutes, roll a d6 and add your dexterity modifier to determine how many (maximum of 6) you succeeded in making. You may spend additional 30 minute windows to complete the remaining devices you are allowed, rolling as before. At 9th level, your maximum is 8 and you roll a d8. At 13th, your maximum is 10 and you roll a d10, and at 17th level, your maximum is 12 and you roll a d12.
At level 7 you gain the ability to create Smoke Bombs, and at level 11, you have learned how to create Flash Bangs. See those for information on the devices.
The fire and piercing damage of the normal devices is shown on the Damage Table below.
At 3rd level, you know how to place explosives in such a way that you can manipulate the environment around you without causing too much calamity.
You can spend 10 minutes to study an object or area of an object no larger than 1 foot on any side (a lock on a door, the lid of a small chest, a set of bars on a window, etc.), granting you insight into the weak points of that object or area. You can then use one of your explosives to target that object or area of an object without causing any damage to surrounding objects or creatures. For each additional 10 minutes, you may increase the size examined by 1 foot, to a maximum of 5 feet per dimension.
When detonated, the damage rolled is doubled, and all damage is done as force damage.
Starting at 9th level, when you take the Attack action to use one of your explosives, you may make a second attack using your bonus action.
At 9th level, you have learned ways to modify the way you craft your explosives, giving them special properties. You gain "Remote Detonation" and one other option from the list detailed at the end of the section. When you craft explosives during a long rest, you can choose to substitute your normal materials for the options you have chosen. An explosive can only be modified by one option at a time. If you choose to substitute a material, you can make that substitution for up to half of the explosives crafted during that long rest.
You gain a new option when you reach 13th level, and again at 17th level. When you gain a level in this class, you may also replace an option you have with a different one.
The device contains a viscous substance that clings to the target when it detonates. Explosives made with this component don’t cause shrapnel to spread around the target, but double the rolled fire damage to the target. The target takes an additional 2(1d4) points of fire damage at the start of its subsequent turns until the fire is doused, for up to 1 minute.
This dangerous casing fragments into multiple dangerous shards, increasing the piercing damage done. The damage range increases to 10' from the point of impact, and the damage die is increased from a d6 to a d8. However, the additional components required for this device counts as 2 of your total devices you may create.
This flammable powder doesn’t cause shrapnel to spread but instead creates a fireball within a 10-foot cube that lasts for 1 minute. A creature that begins its turn in within the cube or enters the cube must make a Dexterity saving throw, taking the explosive’s normal fire damage on a failed save, or half as much damage on a successful one.
This streamlined casing increases the range of the explosive to 30/120, but the sharpnel damage die is change from a d6 to d4 as a result.
Remote Detonation: Manual
As an action, you may place a device and then trigger it later using your reaction. You must be within 120 ft. of the device and able to see it. If it has not been detonated within 3 hours, it will spontaneously detonate unless you expend an action to deactivate it.
Remote Detonation: Proximity
As an action, you may place and then set a device so that it will detonate when a creature moves within 5 feet of the device. You may deactivate this trigger by expanding an action. If the device has not detonated or been deactivated within 3 hours, it will automatically detonate.
Remote Detonation: Timed
You may use an action to place a device and specify a delay of up to 3 hours when the device will detonate. You may deactivate this timer by expending an action. You may have as many timed detonation devices placed as your Intelligence modifier.
At 13th level, you may, after spending 1 hour of undisturbed study, use 3 of your devices to collapse a tunnel or hallway ceiling in up to a 10' radius, without collapsing the area on either side, provided you succeed in a Wisdom check against a DC of 20-(8+(WIS Modifier)+(Proficiency Bonus)), which is rolled upon detonation. On failure, the collapsed area is extended by an additional 5 feet in radius or every 2 points the check is missed by. Creatures under the collapsed area must succeed with a DC15 DEX save, or take 44(8d10) bludgeoning damage (half on success) and are knocked prone. The passage is filled with debris and must be cleared to be usable. Charges are placed and detonated using a Remote Detonation option.
This ability may be used once per long rest.
At 17th level, you have learned to exploit a location’s weaknesses by carefully studying the design and construction. If you spend 8 uninterrupted hours studying the structure, you are able to identify weak points, potential or likely locations for traps/ambushes, and a general layout of the interior.
You and your companions gain advantage for setting/detecting traps or ambushes, advantage on checks to enter the building undetected, and on investigation rolls to locate a specific room or person for the next 24 hours.
You may use this ability once per long rest. Each use of the ability causes you to lose the benefits from a prior use.