Base Class: Ranger
The sapper is a master of assaulting fortified positions and constructing their own. Their keen eyes can quickly discern the strengths and weaknesses of any defensive position and plot explosive means of breaking them wide open. Rangers who embrace this archetype are most at home preparing for battle well in advance by constructing explosives for use either in laying traps or rapidly breaching fortified positions.
Sapper Explosives
Starting at 3rd level, Sappers have access to a range of explosive grenades that they construct themselves. Grenades are thrown weapons (range 40), and can be either explosive, flash or smoke grenades. The sapper can have a number of grenades prepared equal to 1+ your wisdom modifier. During a long rest the sapper can construct more grenades to replace those they have used or to change those they already have prepared, they can prepare as many of each type of grenade as they wish but the total number of all grenades can not exceed the total number of grenades they can have prepared.
Explosive Grenades
You throw an explosive grenade that causes a damaging blast in an area around where the grenade detonates. Each creature in a 10-foot-radius sphere centered a point within range must make a Dexterity saving throw contested by your spell-save DC. A target takes 2d10 force damage on a failed save, or half as much damage on a successful one. The blast does not spread around corners.
This abilities damage increases by 1d10 when you reach 5th level (3d10), 11th level (4d10), and 17th level (5d10).
Flash Grenades
You throw a flash grenade that causes a burst of blinding light in an area around where the grenade detonates. Each creature in a 10-foot-radius sphere centered a point within range must make a constitution saving throw contested by your spell-save DC. On a failed save the target is blinded for 1 minute, the blast does not spread around corners. At the end of each of its turns, the target can make a Constitution saving throw. On a success the effect ends.
Smoke Grenades
You throw a smoke grenade that causes a cloud of smoke to fill an area around where the grenade detonates. You create a 20-foot-radius sphere of thick smoke centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
Demolition Charge
When you use this ability, you spend 2 minutes rigging explosive demolition charges that later unleash a destructive blast. You rig the explosives either on a surface (such as a door or a section of floor or wall) or within an object that can be closed (such as a chest or wardrobe, the object must be at least a 1ft square to accommodate the size of the charge) to conceal the charge. If rigged to a surface, the charge can be split up to cover a larger area but the damage is also split between those locations and they must all be within a 100ft square; each time you split the charge it takes an additional 2 minutes to rig.
You decide what triggers the charges when you first rig them. It can either be timed, detonated remotely with a trigger (this trigger must use a wire up to a maximum of 100ft in length) or rigged as a trap to a tripwire.
The charge is concealed if rigged as a trap and requires a successful wisdom (perception) check against your spell save DC to be found.
When triggered, it explodes with destructive force in a 20-foot-radius sphere centred on the charge. The sphere spreads around corners. Each creature in the area must make a Dexterity saving throw. A creature takes 3d10 force damage on a failed saving throw, or half as much damage on a successful one.
This abilities damage increases by 2d10 force damage when you reach 5th level (510d), 11th level (7d10), and 17th level (9d10).
Once you use this feature, you can’t use it again until you finish a long rest. You regain all expended uses of it when you finish a long rest.
An eye for destruction
At 7th level, you have gained the ability to perceive at a glance how buildings are supported and how best to topple them. You gain +10 to any investigation or perception checks relating to how structures are supported and all damage you do to buildings and other structures is tripled.
Take cover
At 11th level, you realise it might be best to give your allies a heads up when you start throwing explosives in the middle of a fight. You and your allies who can hear you gain advantage on saving throws against your spells and abilities. If they fail the saving throw they only take half damage and if they succeed they take no damage.
Familiar Pain
At 15th level, you have become somewhat accustomed to your own creations sometimes catching you in their blast. You gain resistance to fire and force damage.
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