Rogue
Base Class: Rogue

Powderkeg Rouges use explosives for maximum damage, and organized chaos abounds. Constructed snares output greater destruction when hidden, and tactical planning can quite literally even the playing field (or turn it in your favor). 

Bonus Proficiencies

You gain proficiency in Tinkerer's Tools and Smith's Tools.

Explosive Charges

At level 3, you can create explosive charges. Roll a Tinker's Tools check against the following table to determine the efficacy of an explosive (each explosive costs 10gp in materials):

Roll Explosive
1-5 Dud charge, no damage
6-10 Standard charge, deals 2d8 force damage on a failed save
11-15 Power charge, deals 3d8 force damage on a failed save
16-20 Forceful charge, deals 3d8 force damage and knocks creatures prone on a failed save
21-25 Destructive charge, deals 4d8 force damage on a failed save
26-30 Stunning charge, deals 4d8 force damage and stuns creatures on a failed save

It takes 10 minutes to construct a charge. These charges can be primed and detonated by any creature as an action, and disarmed by a check equal to the check to construct it.

As an action, you can prepare an explosive charge by priming it and setting it on any square you are in, and may attempt to hide it with a Slight of Hand (Dexterity) check. You may also throw the charge onto an unoccupied square within 30ft.

As an action, bonus action, or reaction, you may detonate any primed charges. Any creature within 5ft of the charge must make a dexterity saving throw (DC = Intelligence Modifier + Proficiency Bonus + 8) or take the damage and effects dictated on the table, taking half damage on a successful save. Creatures on the charge's square roll the save with disadvantage, and hidden charges also administer sneak attack damage to the closest target.

Targeted Detonation

At 9th level, you may use an action to make a ranged attack at another creature to throw a charge at them. On a hit, the target automatically fails the charge's saving throw, and takes sneak attack damage if it would be applicable. On a miss, the target makes the save, but still takes the remaining damage.

Battlefield Tactician

At 13th level, your understanding of a battlefield increases greatly. You may add your intelligence modifier to initiative rolls, and any charges hidden before combat do sneak attack damage to all creatures within range (halved on a save).

Maximum Damage

At 17th level, your prowess with explosives is legendary. Your explosives deal sneak attack damage to all targets in range when detonated, and those on a square where the detonating device is located automatically fail their save.

Previous Versions

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