Base Class: Rogue
While Many rogues are quick and quiet about their work. arsonists, while often covering their tracks don't do it with subtlety. using makeshift explosives' and cleaver tactics to burn the target down.
In Usila the hunter's guild "Crimson Tide" are known for using fire to burn down their bigger targets and to leave a message for future prey. in most worlds an arsonist may be someone who is a pyromaniac, or perhaps an agent or assassin that leaves no evidence but the inferno
Bonus Proficiencies
when you choose this archetype at 3rd level, You gain proficiency with Alchemist's supplies.
Your Hand is your Torch
Starting at 3rd level. You can use your own body to preform small trick using fire. Creating one of the following effects as a bonus action
• creating in instantaneous and harmless sensory effect, such as a shower of sparks or a quick flicker of flame
• create a small cloud of smog or smoke and steam
• warm a creature or object you touch
•light a small fire
• cook or burn food
• Leave a brand of of your design on an object. This brand last for one hour and can be no larger then your hand
Molotov production
When you choose this archetype at 3rd level, You learn how to Mix ingredients and potions to create makeshift explosives. At the end of a short or long rest you can create a number of Molotovs equal to your proficiency bonus. These Molotovs aren't super potent and lose their potency if not used at the start of your next short or long rest
As an action. You can throw a Molotov at a point you can see within 60 feet of you. Causing it to explode. Creatures within a 15 foot cube centered on that point must make a Dexterity saving throw (DC= 8 + your proficiency bonus + your intelligence modifier) Taking fire damage equal to your sneak attack damage on a failed save or half as much on a successful one
Tick Tock
Starting at 9th level you learn to mix the chemicals of your Molotovs to wait for the blow. When you throw a Molotov, you can choose to delay the explosion up to 1 minute, afterwards exploding at the start of your turn. you can also cause it to explode early on your turn (no action required). If you have multiple Molotovs set, you can choose to detonate one or multiple of them at the same time.
Smokes and Mirrors
At 9th level, you spin your pyromania into more useful ways. As an action you can throw down a smoke bomb at your feet. Creating a 20 foot cube of smoke centred on you. This smoke heavily obscures the area it's covering and lasts for 1 minute or until a source of strong winds blow it away. You can use this feature a number of times equal to your proficiency bonus and Regan all expended uses when you finish a long rest
Adaptive body
Starting at 13th level, your body as adapted to the flaming conditions you cause. You aren't effected by heavy obscurity if it's caused by smoke, smog, flames or a similar effect. In addition you have resistance to fire damage and when you deal fire damage, you ignore resistance to fire damage
Pyromania
At 17th level. You have maximized your pyromania. Gaining the following benefits
• whenever you create Molotovs. You can create a number equal to double your proficiency bonus
•when you deal fire damage to a creature you can move up to half your movement speed without provoking opportunity attack's
•you can throw a Molotov as a bonus action instead of an action







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Posted Jan 17, 2026howdy!
i've been having quite the trouble getting this subclass to show on character builder, what version did you use?