Base Class: Ranger
Rangers are well-trained survivalists and marksmen able to find the eye sockets and neck joints of even the most heavily armoured enemy troops with their Long Rifles. One of the most unique paths these Rangers can walk is the path of the Detonator
These Rangers practice a form of emotional deprivation, narrowing their entire focus onto a single craft, perfecting it and understanding its implications to the fullest.
Explosive Crafter
At 3rd level, you gain one of the following features of your choice.
Concussion Crafter
You learn to craft Concussion grenades. When you finish a long rest, you can create one Concussion Grenade. The number of grenades created increases by one for each Ranger level you gain above 3. Also known as flash grenades or flashbangs, these explosives produce a blinding flash and a deafening noise, overwhelming the senses without causing injury.
As an action, you can throw a Concussion grenade at a point up to 60 feet away. Each creature within 20 feet of an exploding stun grenade must make a DC 15 Dexterity saving throw or become blinded and deafened for 1 minute. A blinded or deafened creature can end these conditions by using its action to make a DC 15 Wisdom check to re-orient itself.
EMP Crafter
You learn to craft EMP grenades. When you finish a long rest, you can create one EMP Grenade. The number of grenades created increases by one for each Ranger level you gain above 3. EMP grenades release an electromagnetic pulse that, while harmless to living things, wreaks havoc upon electronics.
As an action, you can throw an EMP grenade at a point up to 60 feet away. Creatures whose bodies incorporate electronic circuitry, such as androids and robots, within 20 feet of an exploding EMP grenade must make a DC 15 Dexterity saving throw or take 1d6 lightning damage and be stunned until the end of its next turn. On a successful save, a creature takes half damage and isn't stunned. Electronic objects within the blast, such as alarms and computers, are fried instantly unless they are properly shielded against EMP effects.
Krak Crafter
You learn to craft Krak grenades. When you finish a long rest, you can create one Krak Grenade. The number of grenades created increases by one for each Ranger level you gain above 3. As an action, a character can throw a grenade at a point up to 60 feet away. Each creature within 20 feet of an exploding Krak grenade must make a DC 15 Dexterity saving throw, taking 2d6 piercing damage on a failed save, or half as much damage on a successful one.
Iron Stance
At 7th level, you gain advantage on all saves made against explosions and explosive weapons. You also gain Resistance against explosive damage.
Malicious Volleys
Starting at 11th level, when you use an action to throw a grenade, you can throw up to two additional grenades. If you are throwing an EMP grenade, you increase the damage to 3d6 instead.
Superior Tactics
At 15th level, you gain one of the following features of your choice.
Bomb Trickster
When a hostile creature misses you with a melee attack, you can use your reaction to move away 10 ft. without invoking an opportunity attack. You then throw a single grenade at a location within 10ft. of the creature.
Evasion
When you are subjected to an effect, such as a lightning bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Fracture Warden
When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you. If the damage is explosive, you can use your reaction to split the damage equally between you and the attacker instead.