Base Class: Rogue
New discoveries in alchemy have unveiled the wondrous destructive power of black powder. While scientists throughout the land labor to create precise and fantastical weapons using the compound, you use the current devices to their full potential.
Bombardiers make use of the flash and bang of simple bombs as cover for nefarious or otherwise covert activities. Though their grenades often serve as distractions, they are not above using them as implements of destruction when the situation calls for it.
Brace of Bombs
Starting at 3rd level, you can use the bonus action granted by your Cunning Action to prepare a bomb. Choose one of the following effects:
- The bomb releases dense smoke, creating cover in a 10-foot radius that lasts for 3 turns
- The bomb explodes loudly and emits a brilliant light. All creatures within a 5-foot radius must succeed at a Reflex save (DC 10 + your proficiency modifier) or be stunned for one round
- The bomb sends shrapnel flying, dealing 1d4 damage to all creatures within a 5-foot radius. Damage is halved on a successful DC 12 reflex save.
You can use this ability each day a number of times equal to your proficiency modifier. You regain all uses of this ability after a long rest.
Throwing Arm
When using a thrown weapon, you can always choose whether to roll Strength or Dexterity for attack and damage rolls. In addition, your improvised thrown weapon ranges are doubled, and deal 2d4 damage.
Bomb Master
Starting at 9th level, each of your bombs gets new benefits:
- Making melee attacks in the radius of your smoke bomb grants advantage on the attack.
- Your flash bombs no longer affect allies and the DC increases to 15 + proficiency bonus.
- Your standard grenades now deal 1d4 for each point of your proficiency bonus and the reflex save increases to DC 16.
Rapid Bomb-Making
By 13th level, your tinkering has enabled you to create bombs from whatever resources you can scrounge up. You regain one use of your Brace of Bombs after each short rest. You can recover a maximum of bombs equal to half your proficiency modifier in this way before needing a long rest.
Big Boomer
When you reach 17th level, your own dabbling in the engineering of explosives has yielded impressive results. As a full action, you can set a Big Boomer bomb in any unoccupied adjacent square. The bomb detonates after 1d3 turns, dealing 12d6 damage to all creatures within a 30-foot radius. Creatures succeeding on a reflex save suffer half damage (DC 15 + your proficiency bonus).
You may use this feature again after 1d6 days.
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