Fighter
Base Class: Fighter

The archetypal Bomber is for those how fill angry about something  and want to express that anger through explosions, many times are revolutionaries, scientists or even just crazy people.

This archetype focuses on a very versatile way of building and exploding bombs, so that their user can open walls, control the battle field and even set traps for their foes.

Bomb maker tools

In the 3rd level you gain proficiency with tinker’s tools and alchemist's supplies.You may use this proficiency to craft bombs at a half of it's cost.

Bomb making

Bomb Properties

Bombs are ranged weapons that you are proficient. You can extend the time it takes for a bomb to explode by adding a longer fuze. You can also bundle the bomb to create a bigger bomb. When you bundle you add 1 damage dice per bomb and it dud score increases by 1 per bomb. Normally bombs have a range of 20/60ft. and an explosion area of a 10ft square. 

Duds. Whenever you make an attack roll with a bomb, and the original dice roll is equal to or lower than the bomb’s Dud score, the bomb doesn’t explode. You can later collect the thrown bomb and fix it. Repairs take 1 hour. To repair your bomb you must make a successful Tinker’s Tools check (DC equal to 8 + Dud score) and an investigation check. If your tinker’s check fails, the bomb is faulty and must be mended at a quarter of the cost of the bomb. If your investigation check fails the bomb explodes in your face. Creatures who use a bomb without being proficient increase the weapon’s Dud score by 1.

Savingthrow. The savingthrow to escape the bomb effect has a DC equal to 8 + your proficiency bonus + your intelligence modifier, if you target a creature and hit it, this creature has disadvantage  on the savingthrow.

Creating Bombs. After a long rest you can create a number of bombs equal to your intelligence modifier + you fighter level, during a short rest you can expend your hit dices to create bombs instead of recovering hit points, if you expend at least 1 hit dice, you create a number of bombs equal to the hit dices expended + your intelligence modifier. When ever you create a bomb you can add to it one or more bombs improvements, the maximum number of bomb  improvements you can add to a single bomb equals half of your intelligence modifier rounded down.

Normal Bombs. The most common bomb,  costs 10GP, and deals 1d10 piercing damage, dud score 1.

Little Bomb. Just like a normal bomb but cheaper and deals less damage, costs 8GP, deals 1d8 piercing damage, dud score 1.

Molotov. This incendiary bomb costs 15GP and is illegal to own one, has an explosion area of a 20ft square, deals 2d6 fire damage, and all inflammable objects in it's area of effect catch fire, dud score 2.

Smoke Bomb. This bomb  costs 10GP, deals 1d6 piercing damage, and creates the effect of a fog cloud, dud score 1.

Chromatic Bomb. This bomb costs 20GP, when you build this bomb you choose a damage type between acid, cold, fire, lightning, poison or thunder, has an area of explosion of a 5ft square, dud score 3.

Stun Bomb. This bomb costs 20GP, deals 1d6 damage, and all creatures in it's explosion area must make a DC 12 CON savingthrow or became stunned for 1 turn, dud score 3.

Tear Gas Bomb. This bomb costs 15GP, deals 1d8 damage, and all the that fail in the DEX savingthrow has disadvantage on attack rolls init's next turn, when you bundle you can choose to increase the disadvantage on attack rolls time by 1 turn instead of the damage, dud score 2.

Bomb Improvements. 

Long Fuse Bomb. You can add a longer fuse to a bomb, it adds 2GP to the bomb cost and increases the time the bomb takes to explode to 1 round, you can expend 1 more GP and add 1 more round, you can blow the fuse to stop the explosion, all the. passed time is not recuperated to the bomb.

Pressure Bomb. You can make your bombs to only explode when a creature steps on it by adding 5Gp to the bomb cost,  when ever something that weigh 40 pounds or more steps on it the bomb explodes, the explosion area of the bomb is reduced in 5ft to a minimum of 5ft.

Demolition Bomb. You can add 3GP to the bomb cost so that it deal double damage to constructions, objects and constructs.

Sticky Bomb. You add 5GP to the bomb cost and make it stick in your target, it reduces the explosion area by 5ft, and you double the damage to the targeted target.

 

Quick Fix

When you reach the 7th level, you can repair dud bombs as a bonus action and use them again.

Quick Making Bomb

At 7th level you can make a normal bomb without needing to expend GP using an action, you need to pass a DC 12 Tinker's Tools test, or the bomb will explode in your hands.

You can use this feature a number of times equal to your intelligence modifier, you regain all the expended uses when you finish a long rest. 

Rapid Fire

Upon reaching the 10th level, you can now throw one bomb as a bonus action.

Raining Bombs

At 15th level, you can throw as an action a bunch of little bombs that will cover an area of 30ft square, and explode all at once, each bomb deals 1d8 piercing damage, the number of bombs you can throw with this action is equal to twice your intelligence modifier.

You can use this feature once per short rest.

Tactical Critical

When you reach 18th level you gain the followings benefits 

-Yours attack rolls made with bombs score a critical hit on a roll of 19-20

-When ever you make a critical hit with an attack roll you can build a normal bomb as a reaction in this turn, whit out needing to expend GP

Bomber Image

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