Rogue
Base Class: Rogue

Sappers are hardened combat engineers. They use their knowledge of explosives and engineering to find weaknesses in enemies and obstacles empowering allies to deal maximum damage. 

These unique soldiers fight with blade and bomb often times engaging in the most dangerous gambits to turn the tide of battle. Enemies fear them, because when a sapper is present you never know what to expect. 

Military Training

Starting at 3rd level, you gain proficiency with medium armor, shields, and the heavy crossbow.

Expose Weakness

Starting at 3rd level, when you successfully strike a foe using your sneak attack ability you may spend your bonus action to expose the target to your allies strikes giving the next successful melee or ranged attack roll against that target advantage. This effect lasts until the beginning of your next turn or until the attacker is struck, whichever happens first.

Combat Engineer

Starting at 9th level, you know how to quickly identify weak points to really hit them where it hurts. As a bonus action you can attempt to make an INT (investigation) check to identify weak points in a structure, object, or trap. Alternatively, taking one hour to do the same analysis always reveals the desired information. After successfully finding a weak point, you have advantage on subsequent checks to break, destroy, or disarm the analyzed object.

Munitions Expert

Starting at 13th level, you have mastered the use of strange and mysterious alchemical explosives. When rolling damage for explosives you may reroll any 1s or 2s. You must take the new roll. Additionally, when using these explosives against structures or objects they deal double damage.

Shock and Awe

Starting at 17th level, if a creature takes damage from your alchemical explosive before they have taken their first turn in combat they must succeed on a CON saving throw or be stunned. The DC for the save is equal to 10 or half the damage taken from the blast (whichever is higher).

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