Fighter
Base Class: Fighter

There are certain types of people out there that enjoy tinkering with items and chemicals but some of the most used ways are people who make explosives. If you are one of the few then you are lucky because most that try tend to lose their hand or their life. But those who have succeeded have be known to become extremely dangerous able to create explosives whenever and wherever with the right materials.

Explosive Proficiency

Starting when you choose this archetype at 3rd level, you gain proficiency with explosives, allowing you to add your proficiency bonus to attacks made with explosives.

Bomb Maker

Upon choosing this archetype at 3rd level, you gain proficiency with Tinker’s Tools. You may use them to craft explosives at half price, or create new explosive items (DM's discretion). Some types of explosives can only be created through crafting.

Explosive Properties

Explosives are a new and volatile tool, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property (outlined below). These properties replace the optional ones presented in the Dungeon Master’s Guide. explosives are ranged or planted weapons.

Explosive. When a thrown explosive blows up, everything within 10 ft of the center must make a Dexterity saving throw or suffer 1d8 fire damage. If the weapon misses, the ammunition bounces away harmlessly before doing so. If it hits a weak portion of a room or wall and explodes it can cause the room or wall too collapse.

 

Grim Servant of Death

When you choose this archetype at 3rd level, you deal more +1 damage to all attacks and it goes up by 1 at 6th, 9th, 12th, 15th, and 18th level. But if you roll lower then 25% you will accidentally hit your allies.

Explosive Knowledge

Due to your experience with explosives you have learned how to avoid the blasts a bit easier and learned how to take hits. You get 10 extra hit points and 1 more dexterity. Your chance to hit an ally drops from 25% down to 15%.

Explosive Epertise

You get Expertise in Explosives from how often you use them and you can now added longer times to more advanced grenades.

Second Blast

You can now throw dynamite as a bonus action and make more explosives.

Vicious Blast

The explosives area of effect increases by 5 feet, the damage of the explosion goes from 1d8 - 1d10, and you can now make elemental grenades without the use of magic spells or enchantments.

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