Combat Pyrotechnician (Wis) Image
Prerequisite: Requires a Wisdom score of 15 or higher
 

Your expertise in crafting volatile devices allows you to create a variety of bombs to suit your needs.You are proficient with these bombs, some of which can be used ranged weapons that have a range of 20/80 feet, and gain the following benefits:

  • Tools Expertise: you gain expertise in Tinker's Tools and Poisoners Kit
  • Bomb Crafting: During a short or long rest, you can use Tinker’s Tools to craft a number of bombs equal to your proficiency bonus so long as you meet their crafting requirements. These bombs last until  until used. You choose the type of bomb when crafting from the following list: Minor Fireworks(3g), Flaming Cocktail (5g), Sticky Bombs(20g), Flash Bomb(15g), Smoke Bomb(10g), Shrapnel Bomb (20g), Poison Gas Bomb(20g), Hallucination Gas Bomb(25g), Anti Magic Bomb(100g), Lock Bomb(25g), Explosive Putty(50g), and Demolition Bomb(75g).

All bombs  have a saving throw DC of (8+your proficiency bonus+your Dexterity modifier). The effects of each are as follows:

 

  • Sticky Bomb. A thrown bomb that adheres to surfaces or creatures. On a hit, the target takes 4d6 force damage. Likewise, all other creatures within a 10 ft. radius must make a Dexterity save or take 2d6 force damage, or half on a success.
  • Smoke Bomb. Creates a 10-foot-radius sphere of thick smoke that heavily obscures the area for 1 minute or until dispersed by a strong wind.
  • Shrapnel Bomb. On detonation, all creatures in a 15-foot radius must make a Dexterity saving throw. A creature takes 2d8 piercing damage on a failed save or half as much on a success.
  • Poison Gas Bomb. Releases a cloud of poison gas in a 10-foot radius that last for one minute. Creatures that start or end their turn in the area must succeed on a Constitution saving throw or take 2d6 poison damage and be poisoned for one turn.
  • Hallucination Gas Bomb. Releases a gas in a 10-foot radius that last for one minute. Creatures that start or end their turn in the area must succeed on a Wisdom saving throw or perceive illusions and sensory distortions that cause disadvantage on all checks and attack rolls until the end of their next turn. Creatures that are immune to the poison condition are immune to this effect.
  • Anti-Magic Pulse Bomb. Releases a pulse of disruptive energy in a 10-foot radius. All creatures in the area must succeed on a Constitution saving throw or be unable to cast spells until the end of their next turn. Additionally, any active spells or magical effects within the radius are suppressed for 1 minute, as if affected by the Antimagic Field spell.
  • Minor Fireworks. A harmless, dazzling series of explosions of light that can be seen from 15 ft. and sound that can be heard from 60 ft. radius. Creatures in the area that can see or hear it must succeed on a Wisdom saving throw or be enticed to investigate the source of the lights and sound. if the creature can see and hear it, they make this save at disadvantage.
  • Flaming Cocktail. A thrown bomb that explodes in a 15-foot radius. Creatures in the area take 3d6 fire damage and an additional 1d6 fire damage at the start of their turn on a failed Dexterity saving throw or half as much on a success and no additional damage. The creature may end this effect early by using an action to put themselves out.
  • Lock Charge. A precise, small bomb used for destroying locks. You can use it to destroy non-magical locks. When detonated remotely (as a bonus action within 30 feet), the bomb destroys the lock immediately upon exploding.
  • Explosive Putty. A malleable bomb that can be affixed to surfaces. When detonated remotely (as a bonus action within 60 feet), it deals 4d8 force damage to all creatures within a 10-foot radius and 6d8 damage to structures.
  • Demolition Charge. A large, unstable bomb designed for destroying structures. As an action, you can place the bomb on a surface or object.  When detonated remotely (as a bonus action within 120 feet), dealing 8d8 force damage to all creatures in a 20-foot radius (Dexterity saving throw for half damage). Structures automatically take double damage from this bomb.
  • Flash Bang. A thrown bomb that explodes with a bright light and loud noise, all creatures must make a Constitution saving throw or be blinded and deafened until the beginning of your next turn. if this bomb is detonated in a room smaller then its radius, all creatures in the room have disadvantage.

 Additionally, you may target one specific creature with these bombs by making a thrown weapon attack. Upon being hit, the creature takes an additional 1d4 burgeoning damage and has disadvantage in the saving throw from the bombs effects.

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Combat Pyrotechnician (Wis) Image

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