Rogue
Base Class: Rogue

Inspectors are intelligenct services in the combat field and field controllers in the combat, cause of their different builded chemical bombs, and individual improvised fighting style they are very rare. Cause of their knowladge they can investigate anything increasing their capabilities.

Bombardier

When you take this roguish archetype at 3rd level, you gain proficiency with alchemist's supplies and tinker's tools. If you already have these proficinecies, you gain proficiency with another two types of artisan's tools of your choice.

Bombmaker

At the starting of the 3rd level, whenever you finish a long rest, you can produce a small amount of explosive alchemical devices. You can create a number of bombs equal to your proficiency bonus during a long rest from the Bombs table below.

Creating a bomb requires you to have alchemist's supplies and tinker's tools. You can create an additional explosive device at the end of a short rest. (Your DM can also add a gold requirement per bomb)

Each devices takes an action to use, and all devices expect for the landmine can be throw. If thrown the device has a range of 60 feet and has the finesse property. These bombs do not explode underwater or if wet. If the device causes a creature to make a saving throw the DC is equal to 8 + your proficiency bonus + your Intelligence modifier.

Explosive Effect
Acid Bomb On a hit, the target takes 1d4 piercing damage. If you hit or miss the target and each creature within 5 feet of it, must succeed on a Dexterity saving throw or take acid damage equal to your sneak attack dice. Taking half damage on a successful save.
 Firebomb On a hit, the target takes 1d4 piercing damage. If you hit or miss the target and each creature within 10 feet of it, must succeed on a Dexterity saving throw or take fire damage equal to your sneak attack dice.
 Grease Bomb On a hit, the target takes 1d4 piercing damageç If you hit or miss the target and each creature within 10 feet of it, must succeed on a dexterity saving throw or fall prone.
 Landmine Landmines must be placed on the ground and can be cover by an object no thicker than 1 inch. When a creature steps on the landmine, it must succeed on Dexterity saving throw or take 1d4 piercing damage and force damage equal to your snake attack dice.
 Poison Gas Bomb On a hit, the target takes 1d4 piercing damage. If you hit or miss the target and each creature within 15 feet of it, must succeed on a Constitution saving throw or take poison damage equal to half your sneak attack dice (rounded up) and be poisoned for 1 minute (the creature repeat the constitution saving throw with advantage if it spend it's action it's in turn).
Smoke Bomb On a hit, the target takes 1d4 piercing damage. If you hit or miss the target the device releases smoke in a 20-foot-radius sphere centered on the target. The smoke spreads around corners and its area is heavily obscured. The smoke lasts for 1 minute or until a strong a wind disperses it.
 Corrosive Gas Bomb On a hit, the target takes 1d4 piercing damage. If you hit or miss the target and each creature within 10 feet of it, must succeed on a Dexterity saving throw (if the target not wearing any armour it automaticly succees the roll) or must decrease it's armor class equal to your proficiency bonus for 1 minute (The target can make a Dexterity (sleight of hand) ability check as a bonus action in it's turn against to your saving DC for ending amor class decrease).
Focal Bomb On a hit, the target takes 1d4 piercing damage. If you hit or miss the target creature must succeed on a dexterity saving throw or must take the focal effect, cause of the focal effect each attack made to this creature gain advantage and if these attacks misses the target the target must take the halve of the damage (Focal effect end at the end of your next turn).
Nail Bomb On a hit, the target and each creature within 5 feet range, must succeed on a dexterity saving throw or take piercing damage equal to your sneak attack dice also the targets takes vulnerability to piercing damage until the end of your next turn (if the target has resistance it goes to neutral damage, if it has immunity it changes to resistance), on a succeed save the targets just take halve of the damage.

Field Reader

Starting at 9th level, you can add your intelligence modifier to your initiative rolls and also you can use search action with your cunning action feature as a bonus action.

Combat Igniter

At 13th level, whenever you roll initiative you can prepare one bomb you have and you can use "Use an Object" action as a bonus action with your cunning action class feature just for this prepared bomb.

Combat Evaluator

At 17th level, whenever you use your cunning action you can use one more time your cunning action in once per turn, also you can use Help and Improvise actions as a bonus action with your cunning action feature.

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