Fighter
Base Class: Fighter

Though most fighters train with conventional weaponry, be it swords, hammers, or magic, some fighters become fascinated with the raw explosive power of spells such as Fireball and Flame Strike. Most of these types of fighters become Eldritch Knights, but a rare few become Bombers. Since there are so few fighters that decide to take this path, most Bombers are self-taught. However, recently some Bombers have taken it upon themselves to teach anyone willing to learn their style of fighting. Bombers use their knowledge of explosives and destruction to protect their allies, destroy their enemies, and have a blast.

Bomb Expertise

Beginning when you take this Archetype at 3rd level, you gain the ability to create Bombs of a specific type during a Long rest. You can create a number of Bombs equal to up to half your fighter level (rounded down).You must have a number of gold pieces equal to the number of Bombs you want to create multiplied by five. When you create Bombs, you must choose a type of Bomb from the choices listed below. All Bombs created during that long rest are that specific type of Bomb. You gain additional choices of Bombs at 7th, 15th, and 18th level. If a Bomb calls for a saving throw, the DC equals 10 + your proficiency bonus + your Dexterity modifier.

Evil's Bane (Unlocked at 18th level)

A Bomb made specifically to combat the forces of evil in the multiverse. Choose a point within 120ft. All evil aligned creatures within 60ft of that point must make a Wisdom saving throw or take 105 (10d20) radiant damage (this damage ignores resistance), and have their AC lowered by 2. You take 5d12 necrotic damage whenever you use this Bomb.

The Blades (Unlocked at 15th level)

A Bomb filled with sharp knives. Choose a point within 30ft. All creatures within 15ft of that point must make a Dexterity saving throw or take 6d10 slashing damage on a failed save, or half as much on a successful one. This damage increases to 8d10 at 18th level.

The Classic

This is almost the same as the bomb you can buy, but slightly weaker. You choose a point within 60ft. All creatures within 5ft of that point must make a Dexterity saving throw equal to 10 + your proficiency bonus + your Dexterity modifier or take 2d6 fire damage. The damage increases to 4d6 at 10th level, and increases to 6d6 at 15th level.

The Cooler

A Bomb that utilizes chilling magic. It feels cool to the touch. You choose a point within 20ft. All creatures within 5ft of that point must make a Dexterity saving throw or take 2d8 cold damage and have their movement speed slowed by 10ft until the end of your next turn. At 10th level, the radius of the explosion increases by 5ft, then increases by an additional 5ft at 15th level.

 

The Failure (Unlocked at 18th level)

A product of a blueprint for a failed Bomb from another Bomber. Choose a point within 60ft. All creatures within 10ft of that point must make a Wisdom saving throw. On a failure, they have disadvantage on all saving throws for 1d4 rounds. 

The Flame Tyrant (Unlocked at 18th level)

The Bomb that you would use to cause mass destruction. Choose a point within 100ft. All creatures within 50ft must make a Dexterity saving throw or take 70 (20d6) fire damage on a failed save, or half as much on a successful one. You gain one level of exhaustion every time you use this Bomb.

The Flash-Bang (Unlocked at 7th level)

A Bomb that blinds people with its beauty. Choose a point within 120ft. All creatures within 20ft of that point must make a Constitution saving throw or be Blinded until the end of their next turn. The damage increases to 5d6 at 15th level.

The Scented Candle (Unlocked at 15th level)

Use it to smoke out your enemies if they're hiding. Choose a point within 60ft. In a 20ft radius sphere centered on that point, the area becomes heavily obscured for 2d4 rounds. The smog disappears at the beginning of a creatures turn if the wind is moving faster than 10 mph. When a creature enters that area for the first time or starts its turn there, they take 4d12 poison damage. The damage increases to 8d12 at 20th level.

The Sludge (Unlocked at 7th level)

A Bomb more known for its stopping power than its pain. Choose a point within 30ft. All creatures within 10ft of that point must make a Constitution saving throw or take 4d4 poison damage and be Restrained until the end of your next turn. The radius of the explosion increases by 5ft when you reach 15th level.

The Sticker

A Bomb that sticks to anyone you choose. Then it explodes. Choose a creature you can see within 40ft. That creature must make a Dexterity saving throw. On a failed save, that creature and all creatures within 5ft of it take 3d6 fire damage at the start of its next turn. You can use your reaction to make the Bomb explode at any time before that creatures next turn. When you reach 10th level, the damage increases to 5d6.

Bomb Usage

Beginning when you take this archetype at 3rd level, whenever you use an action to throw a Bomb, it counts as the Attack action, not the Use An Item action.

Explosive Versatility

After training with Bombs for a while, you've gained a modicum of control over them. Starting at 7th level, you gain 3 Bomb points. Bomb points replenish after a short or long rest. When you make an attack with a Bomb, you can use any number of Bomb points to increase or decrease the radius of any explosion by 5ft per Bomb point spent. You may also use a Bomb point to add an extra damage die of the same type to the damage of any Bomb explosion. You gain an extra Bomb point at 10th, 15th, and 18th level.

Multi-Bomb

After trying out different combinations, you finally gain the ability to create more versatility in your Bombs. Starting at 10th level, during a short or long rest, you can create different types of Bombs. The other rules for creating Bombs still apply.

Bomb Turret

Use an action to create a Bomb-Shooting Turret. Each turn, as a bonus action, you may command the turret to fire a Bomb of your choice from the point of the turret at any point of your choice within the Bomb's Range. When you create the Turret, you may load up to five Bombs that you have on you into the turret. The Turret has AC 10, 10 Hit Points, and no movement options. After the Turret launches all five (or less) of it's Bombs, or drops to 0 Hit Points, it explodes. All creatures within 5ft of it must make a Dexterity saving throw or take 7 (2d6) fire damage. 

Explosive Storm

You learn the ultimate art of destruction. Starting at 18th level, once per long rest, as an action, the area within 30ft of you becomes difficult terrain, all creatures in that area (including you) have disadvantage on saving throws. At the end of another creatures turn, you can choose 2d4 points within the area. Choose a type of Bomb. That type of Bomb explodes at each of those points. These effects last until the end of your next turn. After these effects end, you gain 1d4 level(s) of exhaustion. 

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