Base Class: Rogue
To some rogues, fire and destruction have an irresistible pull that calls out to them, dragging them out of the shadows and into the searing glow of explosions as Pyromaniacs. They make use of their madness by putting incendiary creativity at the forefront of their tricks and tools. Liable to spark chaos at any moment, these rogues make excellent saboteurs and deadly ambushers.
Chaos Tolerance
Having spent your time around an irresponsible amount of explosions and angry party members, you have resistance to fire damage and advantage against incoming friendly damage.
Pyromanic's Bandolier
A Pyromaniac's most important tool is their bandolier. As you become a more devoted Pyromaniac, you learn new recipes for explosives.
Explosives. You learn three explosive recipes of your choice. When you reach Rogue levels 9, 13, and 17, you learn an additional recipe. Each time you learn new recipes, you can also replace known explosives.
Bandolier Slots. Your bandolier holds a number of explosives equal to half of your class level + your Dexterity modifier. You regain all expended slots when you finish a Short or Long Rest.
Saving Throws. If an explosive requires a saving throw, the DC equals 8 plus your Dexterity modifier and Proficiency Bonus.
Demolition Satchel
As an action, you gather as much explosive material as you can into a large, leather satchel, using up to 3 Bandolier Slots to activate it. For each slot, the explosion deals an amount of force damage equal to your Sneak Attack damage to all creatures and objects within a 30-foot radius.
The satchel cannot be thrown and is detonated either by taking a separate action to remotely activate it or if the satchel takes fire damage.
Fire Bomb
As an action, you hurl a large round flask of volatile liquid at a target up to 60 feet away that explodes on contact with a creature, object, or surface. Each creature within a 15-foot radius of the target must make a Dexterity saving throw. On a failed save, a target takes fire damage equal to your Sneak Attack modifier, or half as much on a successful save.
Flash Powder
If a melee attack made against you misses, you can use your reaction to throw a highly reactive powder that explodes in a bright flash. The target must succeed on a Constitution saving throw or become blinded until the end of its next turn. On a successful save, the target is only blinded until the start of its next turn.
Kinetic Charge
As a bonus action, you set down a specialized explosive charge that deals no damage but launches you 30 feet in any direction when detonated. You may choose to either detonate it when using this feature or as a bonus action on a later turn.
Smoke Canister
As an action, you throw a metal canister that emits a thick white smoke at a target up to 60 feet away. It creates a 20-foot-radius sphere centered on the target point. The sphere is heavily obscured and lasts for 10 minutes, or until a strong wind disperses it.
Trip Mine
As an action, you place an incendiary explosive at a location within reach that is triggered when in proximity of an enemy. Unless given a specific target trigger (such as walking through a doorway or climbing through a window), the trip mine explodes if a creature is within 5 feet of it. That creature must make a Dexterity saving throw, taking fire damage equal to your Sneak Attack modifier on a failed save or half as much on a successful one.
Fire Breather
Never having been one to let a lack of a treasure hoard and leathery wings stop you from achieving your dreams of draconic destruction, you've learned how to "safely" drink your explosive components and expel them as a breath weapon. As an action, consume one Bandolier Slot and let forth your fury. Each creature within a 15-foot-cone must make a Dexterity saving throw. On a failed save, a target takes fire damage equal to your Sneak Attack modifier, or half as much on a successful save.
Searing Flames
Your flames burn hot enough to harm creatures that would normally be resistant. When you deal fire damage, you ignore resistance to fire.
Witness Me
You've absolutely lost your mind. In the heat of battle, the addictive allure of destruction fuels you like nothing else. When in combat, instead of taking damage from your own explosives, you gain that amount of temporary hit points. However, after the battle has ended, the total amount of temporary hit points gained in this way during that encounter is subtracted from your current total hit points.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
11/27/2024 11:27:24 PM
|
7
|
0
|
--
|
Coming Soon
|
Comments