Fighter
Base Class: Fighter

A craftsman and mighty adventurer, the Bombardier excels in the wide variety of chaos they can create thru the Orbs they throw constantly changing the landscape of the battlefield imposing deadly hazards for their foes to navigate.

Chaos Orb

Beginning when you choose this archetype at 3rd level, you can create special weapons known as Orbs. You gain Proficiency with these Orbs, your Orbs deal 1d4 Bludgeoning damage, with a range of 20/60', they also have the thrown, finesse and ranged properties. If an option requires a saving throw, your Orb save DC equals 8 + your proficiency bonus + your Intelligence modifier.

Upon choosing this subclass you can enchant an Orb you are holding with Chaotic Arcane Energy roll a 1d10 to determine the Orbs properties.

1. Incendiary: Upon a hit, the target takes 1d4 Fire damage and becomes ignited, continuously taking an additional 1d4 Fire damage at the end of their turns until the flames are put out. An ignited creature may put out the flames as an action.

2. Force:
Upon a hit, the target must make a Constitution saving throw or take 3d4 Force damage and be knocked prone. Creatures Huge or larger automatically succeed on the save. Creatures that succeed on the save take half damage and are not knocked prone.

3. Healing:
Upon a hit, the target takes no Bludgeoning damage and heals for 2d4 + your Intelligence modifier. (Minimum 1)

4. Corrosive:
Upon a hit, the target must make a Dexterity save or take Acid damage equal to your Intelligence modifier (Minimum 1) and lose 1d4 AC until the start of your next turn.

5. Frost:
Upon a hit, the target takes 1d4 Cold damage and must make a Strength saving throw or lose movement speed equal to 5 times your Intelligence modifier. (Minimum 1) They can repeat this saving throw at the end of each of their turns.

6.
Daze: Upon a hit, the target and all other creatures within 5' of them take 1d4 Thunder damage and must make a Constitution saving throw or be blinded and deafened until the start of your next turn. If a creature can't hear the Orbs explosion or is already deafened they take no damage.

7.
Swap: Upon a hit, the target takes 1d4 Psychic damage and you teleport to an empty space within 5' of the target, alternatively the target must make an Intelligence saving throw or they take 3d4 Psychic damage and swap places with you provided there is enough space for them to fit without squeezing.

8.
Stink: Upon a hit, the targets space is filled with noxious gas dealing 2d4 poison damage to all who start their turn there. While within the gas all creatures gain the poisoned condition. The gas lasts until the start of your next turn.

9. Smoke:
Upon a hit, the target and all spaces within 5' becomes shrouded in Smoke and are considered Heavily Obscured. The Smoke lasts for 1d4 turns.
 
10. Shrapnel:
Upon a hit, the target and all creatures within 15' must make a Dexterity saving throw or take an additional 6d4 Piercing damage, taking half as much on a success.

Upon a hit all Orbs explode triggering their respective effects.
Upon a miss the Orb does not explode and losses its magical effect.

You can use this feature a number of times equal to your Proficiency Bonus regaining all uses on a short or long rest.

Orbs Craftsman

At 3rd level, you learn magical theory behind crafting and imbuing your Orbs, You gain Proficiency in Alchemist Supplies and can use them to craft a number of Orbs equal to 5 times your Intelligence modifier each dawn costing 1 GP per 5 Orbs created this way.

At 7th level you can create 10 times your intelligence modifier and the Orbs become magical for the purposes of overcoming resistances and immunity to non-magical attacks and damage.

At 10th level the Bludgeoning damage becomes 2d4.

Potent Chaos

Starting at 7th level, you may use your Bonus Action after enchanting an Orb to roll again allowing you to choose either enchantment, if you roll the same enchantment double the dice of the enchantment.

Efficient Enchantment

By 10th level, You have perfected your enchantment, when you miss with an enchanted Orb you can imbue your next Orb using the Chaos Orb feature at no cost.

You can use this feature a number of times equal to your Intelligence modifier.

Twinned orb

At 15th level, when you use the Chaos Orb feature you may imbue 1 Orb you are holding with 2 enchantments instead of 1 selecting a different enchantment of your choice for the second.

Heavy Ordinance

By 18th level, you have unlocked the full potential of  your Orbs. Upon hitting a creature with an Orb you may use your reaction to increase the size of the dice rolled for the Bludgeoning damage of the Orb and the Enchantment(s) on the Orb to D12's.

Once this feature is used it can not be used again until you finish a Short or Long Rest.

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