Rogue
Base Class: Rogue

The Specialist is a highly trained combat support skilled in the use of throwable weapons and equipment to harass foes from afar.

Their special equipment is in the form of grenades, potions and special healing items. Where many of the Specialists are those with nimble talent who want to be there where it's needed.

Grenades

At 3rd level you can throw a grenade at your enemies. You learn to create two different grenades which scale off of your sneak attack table + rouge level.

You can forgo one of our attacks to throw a grenade to 20/60ft when you throw outside 20 foot range, roll a d6 to determine what direction it falls away from your intended target 10ft away.

If an option requires a saving throw, your Grenade save DC is calculated as follows:

Grenade save DC = 8 + your proficiency bonus + your Intelligence modifier

Explosive Grenade. A grenade that explodes in a 10 foot radius, creatures in the area have to make a Dexterity saving throw or take fire damage. On a successful save take half damage.

Smoke Grenade. A grenade that explodes in a 20 foot radius of smoke that is considered heavily obscured until the end of your next turn.

Whenever you finish a long rest, you can make a number of grenades equal to your Proficiency + Intelligence, and you create that type of grenade you want. During a short rest you can make a tinker's tools check to create half or less grenades of your maximum number of grenades with a DC15 for each additional grenade you can't go over the maximum amount.

Bonus Proficiencies

When you choose this archetype at 3rd level, you gain proficiency with the tinker's tools and Alchemist's kit.

Fast Hands

Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make an additional thrown weapon attack, use your thieves' tools to disarm a trap or open a lock, or take the Use an Object action.

Additional Grenades

Starting at 9th level, you gain more types of grenades.

Thunder Grenade. A grenade that explodes in a 10 foot radius, creatures in the area have to make a Constitution saving throw or take thunder damage and be stunned until the end of your next turn. On a successful save take half damage and are not stunned.

Frost Grenade. A grenade that explodes in a 10 foot radius, creatures in the area have to make a Constitution saving throw or take cold damage and their speed is reduced by 10ft. until the start of your next turn. On a successful save take half damage and their speed is not reduced.

Infused Healing Bandage

Starting at 9th level, you are able to create bandages to treat your allies. You have up to 5 bandages that you create at a long rest. The bandages healing scales with your sneak attack and cures one ill effect according to the lesser restoration spell in the span of 1 minute 6 hit points per turn. Where if the bandaged creature falls unconscious the healing stops until another bandage is applied.

Greater Grenades

Starting at 13th level, you can add your Intelligence modifier to the grenade's damage.

Superior Alchemy

When you reach 17th level, your potions are more potent than most. When you make a potion you may increase them by: +1 Ability Score, +2 to a rolled result on a die, and duration by 1 minute or 1 hour depending on the potion's duration.

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