Rogue
Base Class: Rogue

Through years of study dedicated to bombs, explosive experts leverage the world's supply of gunpowder to get the most bang for their buck. Often resorting to elaborate distractions for sometimes measly rewards, these rouges are in it for the love of the game, and the thrill of the boom.

Level 3: Explosives Expert

You’ve trained to consistently create explosives of reliability 

Explosives DC 8 + proficiency bonus + intelligence modifier 

 

Level 3: Explosive Suprise

When you deal sneak attack damage, your attack sends out additional projectiles that fling towards nearby enemies within 10ft. These creatures must make a dexterity saving throw against your explosive's DC or take half of your sneak attack damage, rounded up in the form of force damage, and none on a save. You can use this feature once per round.

Level 9: One-person Factory

Once per long rest, you can spend an hour to craft a number of small bombs equal to twice your proficiency bonus, using 1 gold worth of gunpowder per bomb. Due to their volatile nature, the bombs do not last more than a week.

These explosives can be thrown as a bonus action by the creator. They can be thrown up to 60 feet, and detonate in a 10-foot cube that deals 2d6 fire and 2d6 force damage on a failed dexterity save, and half as much on a success. 

These explosives also deal double damage to objects and structures 

Level 9: Epic Distraction

Every time you use an explosive from your one-person factory ability, you can immediately take the hide action for free.

Level 13: Scramble the Senses

Any time a creature fails a saving throw against your one-person factory bombs or a projectile from explosive surprise, they become disoriented. The next attack roll made against the creature before the end of your next turn has advantage.

Level 13: Bigger Bombs

The range of explosive surprise increases to 20ft, and enemies hit with the splash damage are pushed back 10ft.

Bombs made by your one-person factory ability now affect a 15ft cube and deal 3d6fire and 3d6 force damage.

Level 17: Minefield

Full Monty Minefield: You spend 1 hour and deploy all of your remaining one-person factory bombs for the day to rig a 25x25ft area with hidden mines. This area contains 12 mines.

Quick Deploy Minefield: As an action, use half of your remaining one-person factory bombs to create a 15x15ft minefield on a point within 30ft of you. This area contains 6 mines.

The area is considered difficult terrain. A creature can spot the hidden mines and avoid them by making a search action and succeeding on an investigation check against your explosives DC. The first time a creature enters the area on a turn, or ends its turn there, a mine detonates. The creature must make a dexterity saving throw, taking 8d6 force damage on a failure and half as much on a success. Once all the mines are detonated, the area returns to normal.

Previous Versions

Name Date Modified Views Adds Version Actions
9/28/2026 11:25:18 PM
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