Base Class: Rogue
A Gunpowder Thief uses bombs and other gadgets to supplement their other skills.
Powder Keg Tinker
Starting at 3rd level, you gain proficiency in Tinker's Tools. If you already have this proficiency you gain proficiency in one other type of artisan's tools of your choice.
Explosive Functionality
When you choose this archetype at 3rd level, you learn how to craft gadgets and bombs used to disable or damage your opponents, or increase your maneuverability. Most gadgets and bombs require your bonus action to use which is detailed in their descriptions below.
Gadgets. You learn to craft a gadget of your choice, which are detailed below. You learn an additional gadget of your choice at 7th, 11th, and 17th level. Each time you learn a new gadget you can also replace one gadget you know with a different one.
Bombs. Additionally you learn two bombs of your choice, which are detailed below. You learn an additional Bomb of your choice at 7th, 11th, and 17th level. Each time you learn a new bomb you can also replace one bomb you know with a different one. After completing a long rest you can craft a number of bombs equal to your Intelligence modifier and can carry a maximum number of bombs equal to your Intelligence modifier + proficiency bonus. Unused bombs are carried over to the following day or can be destroyed to craft additional bombs.
Saving Throws. Some of your bombs and gadgets require your targets to make a saving throw to resist their effects. The saving throw DC is calculated as follows:
Bomb and Gadget save DC = 8 + your proficiency bonus + your Intelligence modifier
Supreme Sneak
Starting at 9th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.
Use Magic Device
By 13th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items.
Thief’s Reflexes
When you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can’t use this feature when you are surprised.
Gadgets
These gadgets are presented in alphabetical order.
Boost Boots
7th level gadget
Boost Boots. While wearing these boots, your movement speed increases by 10 feet. Additionally you can choose to use your bonus action to overcharge the boots and triple your movement speed for one round. Once you use this feature you lose all movement bonuses the boots apply until you finish a long rest, as the last of the fuel in the boots is spent. Can be combined with the Launch Boots into a single pair of boots if both gadgets are chosen. It still counts as two gadgets against your total gadget count.
Clockwork Familiar
7th level gadget
You create a clockwork companion, a tiny construct that takes a form you choose. It uses the Clockwork Familiar stat block detailed below.
Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. Your clockwork familiar can take actions as normal and can even attack, but every time you ask it to do a specific task roll a d8. On a 1 the clockwork malfunctions and collapses into a pile of gears, bolts, and scraps. These parts can be collected to rebuild the clockwork familiar at the end of a long rest.
While your familiar is within 100 feet of you, you can communicate with it via a headset created along with the familiar. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.
When the clockwork familiar drops to 0 hit points, it is destroyed and collapses into a pile of gears, bolts, and scraps. These parts can be collected to rebuild the clockwork familiar at the end of a long rest.
Copycat
11th level gadget
You create a small device that you can wear on your person. As a bonus action you can activate the device and cause three illusory duplicates to emerge from you causing confusion. The illusions are perfect replicas and last for one minute. When you activate the device and as a bonus action on subsequent turns you can cause the illusions to move up to 20 feet and feign an action of your choosing.
Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your Gadget and Bomb save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.
Grappling Gun
Grappling Gun. You craft a grappling hook gun. It has the light, finesse, and reload properties and you are proficient in its use. It has a range of 60/120 feet. As a bonus action you can fire the grappling gun at a structure or a creature that is at least two sizes larger than you, and gain a climbing speed equal to your walking speed on that structure or creature. Additionally you can attempt to use the gun to disable your foes. As an bonus action, make an attack roll against a creature within range. If the attack hits the creature and the creature is Large or smaller, the creature is grappled and has to make a Strength saving throw against your Bomb and Gadget save DC or be knocked prone, at which point the grapple ends. On a success the grappled creature remains grappled and is not knocked prone. A creature can use its action to attempt to break the grapple, with a Strength(athletics) check against your Bomb and Gadget save DC. Additionally the grappling hook line can be attacked, it has an AC of 12 and 10 hit points. If the line is broken the grappling hook is useless until you take an action to repair it.
Launch Boots
Launch Boots. While wearing these boots, you gain proficiency in the Acrobatics skill and you can use your Dexterity ability score as opposed to Strength, when determining your jump height and distance. Additionally, when you take fall damage you can use your reaction to make a Dexterity saving throw against 10 + the damage taken. On a success you take no damage. Can be combined with the Launch Boots into a single pair of boots if both gadgets are chosen. It still counts as two gadgets against your total gadget count.
Marksman's Goggles
Marksman's Goggles. While wearing these goggles you have advantage on Perception checks to see things at a distance. Additionally attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls. Can be combined with the Night-vision Goggles into one set of goggles if both gadgets are chosen. It still counts as two gadgets against your total gadget count.
Night-vision Goggles
Night-vision Goggles. While wearing these goggles you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 30 feet. Can be combined with the Marksman's Goggles into one set of goggles if both gadgets are chosen. It still counts as two gadgets against your total gadget count.
Taser Glove
7th level gadget
Taser Glove. While wearing this glove you can attempt to shock your enemies after making an attack. The glove possesses the light and finesse properties for you and you are proficient in its use. After making an attack against a creature you can use a bonus action to activate the glove and make an attack roll against a creature within 5 feet of you. On a hit the creature takes 2d6 lightning damage and cannot take reactions until the start of its next turn.
Bombs
These bombs are presented in alphabetical order.
Acid Bomb
As a bonus action You can throw this bomb up to 20 feet, exploding on impact. Choose a point within range, each creature within 10 ft of the point you choose must make a Dexterity Saving throw against your Bomb and Gadget save DC or take 1d6 acid damage.
Clockwork Toy Bomb
11th level bomb
As a bonus action You can set the timer on this clockwork toy bomb up to 5 rounds and release it onto the battlefield. It has a movement speed of 15 feet, an AC of 10, and 5 hit points. When you release the toy and on subsequent turns you can use your bonus action to command the bomb to move up to its speed to a point of your choosing. If the bomb is destroyed it explodes. Upon exploding each creature within the blast radius must succeed on a Dexterity saving throw against you Bomb and Gadget save DC, taking half damage on a success. The clockwork toy bomb deals 1d6 piercing damage to all creatures within 5 ft of it upon exploding. Starting at the end of each of your turns if the the clockwork toy bomb hasn't exploded the damage increases by 1d6, to a maximum of 5d6. On the third and fifth round after activation, the blast radius increases by 5, to a maximum of 15.
Example: If the bomb explodes at the end of your 4th turn after activating it, all creatures within 10 feet of the bomb must make the saving throw or take 4d6 piercing damage, half on a success.
Fire Bomb
As a bonus action You can throw this bomb up to 20 feet, exploding on impact. Choose a point within range, each creature within 5 ft of the point you choose must make a Dexterity Saving throw against your Bomb and Gadget save DC or take 1d4 fire damage. Creatures that fail the save and objects in the area are ignited, and take an additional 1d4 fire damage at the start of each of their turns until they use an action to make a Dexterity check against your Bomb and Gadget DC to put themselves out.
Flash Bomb
As a bonus action You can throw this bomb up to 20 feet, exploding on impact. Upon exploding the bomb creates a blinding light and thunderous bang. Each creature within 5 ft of the bomb when it explodes must succeed on a Dexterity saving throw against your Bomb and Gadget save DC or be blinded and deafened until the start of your next turn.
Grease Bomb
As a bonus action you can throw this bomb up to 20 feet, it explodes on impact. When the bomb explodes it creates a slick grease that covers the ground in a 10-foot radius centered on a point within range and turns it into difficult terrain.
When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.
Smoke Bomb
7th level bomb
When a creature targets you with an attack, you can use your reaction to throw a smoke bomb at your feet, forcing all attacks against you to have disadvantage until the start of your next turn.
Stink Bomb
7th level bomb
As a bonus action You can throw this bomb up to 20 feet, exploding on impact. Upon exploding the bomb creates a 20 foot radius sphere of noxious fumes centered on a point within range. The cloud spreads around corners, and its area is heavily obscured. Each creature that is completely within the cloud at the start of its turn or enters the cloud on its turn must make a Constitution saving throw against poison. On a failed save, the creature spends its action that turn retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw. The cloud disperses at the end of your next turn.
Thunder Bomb
7th level bomb
As a bonus action you can throw this bomb to a point you choose within 20 feet, it explodes on impact. When the bomb explodes a wave of thunderous force sweeps out from the bomb. Each creature in a 10-foot radius originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from from the explosions origin. On a successful save, the creature takes half as much damage and isn't pushed.
In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from the bomb by the explosion's effect, and the bomb emits a thunderous boom audible out to 300 feet.
Time Bomb
17th level bomb
As a bonus action you can throw this bomb up to 20 feet to a point you choose within range, it explodes on impact. When the bomb explodes it alters time around all creatures in a 15-foot cube centered on the point you choose. Each target must succeed on a Wisdom saving throw or be affected by this bomb's time dilation for one minute.
An affected target's speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn.
If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted.
A creature affected by this time dilation makes another Wisdom saving throw at the end of each of its turns. On a successful save, the effect ends for it.
Web Bomb
7th level bomb
As a bonus action You can throw this bomb up to 20 feet, exploding on impact. Upon exploding the bomb creates a mass of thick, sticky webbing. The webs fill a 20 foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area.
If the webs aren't anchored between two solid masses (such as walls or trees) they are layered across a floor and have a depth of 5 feet.
Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free.
A creature restrained by the webs can use its action to make a Strength (athletics) check against your Bomb and Gadget save DC. If it succeeds, it is no longer restrained.
The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire
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