Rogue
Base Class: Rogue

Those rogues who find great joy in utilizing explosives fall into the category of the Saboteur. Masters of explosives from smoke grenades to dynamite, Saboteurs rarely fight fairly against any people or buildings they believe hold wealth to be claimed.

Potash Journeyman

When you choose this archetype at 3rd level, you gain proficiency with the tinker's tools, the smith's tools, and the forgery kit.

Additionally, when you craft renaissance explosives, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.

Underhanded

Starting at 3rd level, you can use the Shove action as a bonus action on each of your turns. The target must be no more than one size larger than you and must be within your reach. Creatures you Shove this way have advantage on their Strength (Athletics) and Dexterity (Acrobatics) checks to contest your Strength (Athletics) check, unless another enemy of the target is within 5 feet of it.

Bombastic Chicanery

Beginning at 9th level, you get the hang of avoiding collateral damage in a fight. When you subject yourself or an ally to the Dexterity saving throw of an explosive, that creature has advantage on the save.

Once per long rest, when you subject one or more enemies to the Dexterity saving throw of an explosive, those creatures have disadvantage on the save.

Saltpeter Artisan

Starting at 13th level, you gain a knack for timing your fuses and maximizing accelerants. Your explosives Surprise enemies that haven’t taken a turn in the combat yet, even if the explosive has no damaging effect.

Additionally, when you roll a 1 or 2 on a damage die for an explosive, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.

Arcane Accelerants

Starting at 17th level, you gain the ability to make alchemical adjustments to explosives on the fly. A number of times per short rest up to your proficiency bonus, you can change the damage type of an explosive you touch to another damage type of your choice. This change is permanent unless adjusted again, and the explosive's damage becomes magical if it wasn't already.

Previous Versions

Name Date Modified Views Adds Version Actions
5/19/2023 1:33:09 AM
16
0
0.1
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes