Base Class: Rogue
War necessitates the advancement of technology in many ways, but bombs will always be useful. You've learned to harness the power of both, being adept at utilizing both conventional and unconventional means to destroy your opponents and their infrastructure, while also getting in and out without them seeing you.
Level 3: Strategic Delay
As a bonus action, you can take the Utilize action, or take the Magic action to use a magic item that requires that action.
When you use this bonus action, you may instead set the chosen item into a space within five feet of you. It is an object with a ac equal to your save dc (8+Dex+proficiency) and a hp equal to five times your rogue level. If it hits zero hitpoints or a creature uses an action to make a intelligence check against your save dc to disarm it, the set item is destroyed and can no longer be activated. When set in this way, the item cannot activate until the end of your turn.
When a creature enters the space of the item you set, it activates, targeting that creature if required for the item's activation.
You may also use your reaction to activate one of your set items that does not require a target to be used.
When the item activates, you may replace any listed DCs with your own.
You may add your sneak attack to any damage dealt, ignoring the normal activation requirements. You cannot activate cunning strike with this damage.
You may have a number of items placed in this way equal to your proficiency modifier. You may use this feature a number of times equal to one plus your intelligence modifier per short rest. You cannot use this feature if you have used your sneak attack feature this turn, and using it disables your sneak attack until the next turn.
You may use your bonus action to pick up a set item. If you do, you regain one use of this feature.
You may add your sneak attack to any damage dealt, ignoring the normal activation requirements. You cannot activate cunning strike with this damage.
You may have a number of items placed in this way equal to your proficiency modifier. You may use this feature a number of times equal to one plus your intelligence modifier per short rest. You cannot use this feature if you have used your sneak attack feature this turn, and using it disables your sneak attack until the next turn.
You may use your bonus action to pick up a set item. If you do, you regain one use of this feature.
Demolitions Expert
When you do damage to an object with an item, it deals double damage.
You gain proficiency in the investigation skill if you do not already have it. Your proficiency bonus is doubled for any ability check you make for that skill.
Level 9: Arcane Detonation
When you set an item, you can choose to have it activate when a creature enters within five feet of it, instead of just the space you set.
Damage you deal with set items counts as magical damage and you may change the damage type to force.
When you set an item that would trigger your sneak attack if it were to activate, you may declare it as one of the following Arcane Explosives. Each effect has a die cost, which is the number of Sneak Attack damage dice you must forgo to add the effect to an item. You remove the die before rolling the item's damage, and the effect occurs immediately after the attack's damage is dealt. For example, if you declare it as a gas arcane explosive, remove 1d6 from the Sneak Attack's damage before rolling.
Gas (Cost: 1d6). You add poisonous gas to the set item, forcing all creatures affected by it to make a Constitution saving throw. On a failed save, the creature has the Poisoned condition for 1 minute. At the end of each of its turns, the Poisoned target repeats the save, ending the effect on itself on a success. To use this effect, you must have a Poisoner's Kit on your person.
Concussive (Cost: 1d6). All creatures affected by the set item must make a Dexterity saving throw, or be knocked prone.
Alarm (Cost: 1d6). Causes a high pitched noise that can be heard up to 100 feet away. When you hear this noise, you can use your reaction to move up to half your speed.
Fragmentation: Add 1d6 piercing damage to the damage dealt.
Improved Arcane Explosive
You can declare up to two arcane explosive effects when you set an item that deals damage, paying the die cost for each effect.
The following effects are now among your Arcane Explosive Options:
Discombobulating (Cost: 3d6). All creatures affected by the set item must succeed on a constitution saving throw or on a failure, on their next turn, they can do only one of the following: move or take an action or a Bonus Action.
Flashbang (Cost: 4d6). All creatures affected by the set item must succeed on a dexterity saving throw, or on a failure, they have the blinded and deafened condition until the end of their next turn.
Acid (Cost: 2d6). All creatures affected by the set item must succeed on a dexterity saving throw, or on a failure, they are coated in a layer of thick acid. At the start of each of their turns, they take 1d6 acid damage until they use an action to clean themselves of the goop. This effect can stack multiple times, increasing the damage at the start of the turn by 1d6 for every stack past the first.
Level 17: Swift Set
When you use your Strategic Delay feature, you may now set up to two items instead of just one.
You can now activate your Strategic Delay feature on a turn where you activated your sneak attack, but you cannot place more then one item if you do.
Once on each of your turns, you may activate a set item as a free action.
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