Rogue
Base Class: Rogue
This is a commissioned homebrew based on the Alchemist subclass, the Fulminare, both designed by "Flutes" on FlutesLoot.

Fulminares are experts in the more explosive side of alchemical design. They daze and shellshock their enemies, creating havoc on the battlefield in order to capitalize on it. Though they seem chaotic in nature, there is always a plan, a tactic being put into place in order to gain the highest advantage possible. As an explosives expert, they don't see a wall as a barrier to entry, but rather an opportunity for surprise, some loud noises, and a quick bright light.

Spellcasting

When you reach 3rd level, you gain the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.

Cantrips

You learn three cantrips of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 10th level.

Spell Slots

The Fulminare Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell charm person and have a 1st-level and a 2nd-level spell slot available, you can cast charm person using either slot.

Spells Known of 1st-Level and Higher

You know three 1st-level wizard spells of your choice.

The Spells Known column of the Fulminare Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots.

Spellcasting Ability

Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

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

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Fulminare Spellcasting

Rogue

Level

Cantrips

Known

Spells

Known

— Spell Slots per Spell Level —

1st

2nd

3rd

4th

3rd

3

3

2

—

—

—

4th

3

4

3

—

—

—

5th

3

4

3

—

—

—

6th

3

4

3

—

—

—

7th

3

5

4

2

—

—

8th

3

6

4

2

—

—

9th

3

6

4

2

—

—

10th

4

7

4

3

—

—

11th

4

8

4

3

—

—

12th

4

8

4

3

—

—

13th

4

9

4

3

2

—

14th

4

10

4

3

2

—

15th

4

10

4

3

2

—

16th

4

11

4

3

3

—

17th

4

11

4

3

3

—

18th

4

11

4

3

3

—

19th

4

12

4

3

3

1

20th

4

13

4

3

3

1

Bonus Proficiencies

When you choose this archetype at 3rd level, you gain proficiency with alchemy supplies and fulminare supplies.

Combat Alchemy

Starting at 3rd level, you've learned how to utilize your knowledge of alchemical compounds to, rather than heighten your own abilities, negatively effect those of your enemies.

As a bonus action, you can prepare an alchemical concoction into the form of a "blast draught". You can have up to an amount of blast draughts equal to your proficiency modifier created at any given time. If you create another blast draught while at this maximum amount, you can choose which of your previous blast draughts to destroy. You can create a number of blast draughts equal to your proficiency modifier per long rest.

A blast draught can be thrown as an action up to 60ft. If trying to hit a creature directly, you must attempt a ranged attack roll, hitting the ground beneath them on a miss. Upon impact with either a creature or the environment, the blast draught explodes outward. A creature hit with a blast draught directly takes 1d8 fire damage, and can be effected by your sneak attack feature. All creatures within a 10ft radius of the impact must make a Dexterity Saving Throw against your Spell Save DC or suffer a negative effect (creatures that are hit directly automatically fail their saving throw). If the effect chosen was to deal damage, a creature that succeeds it's Saving Throw takes half damage instead.

When creating the blast draught, you can choose any of the following effects:

  • 2d8 acid damage
  • Disadvantage on attack rolls during next turn
  • Movement speed reduced in half

 At 9th level you gain the following effects:

  • 4d8 acid damage
  • Blindness until the end of your next turn

At 13th level you gain the following effects:

  • 6d8 acid damage
  • -1 AC for 1 minute

At 17th level you gain the following effects

  • 8d8 acid damage
  • Stunned until end of your next turn

Meddlesome Splash

At 9th level, whenever a creature has to roll a Dexterity Saving Throw against one of your Fulminare abilities, the creature must make a Concentration Check, at disadvantage.

Synthesize Nature

Starting at 9th level, you've studied the behavior of your spells and have learned to alter their form. Whenever casting a spell that deals damage, you can alter the damage type to be any other magical damage type.

You can use this ability a number of times equal to your Intelligence Modifier per long rest.

Demolitions Expert

Upon reaching 13th level, you've become an expert in all things demolition.

You can spend 1 minute creating a highly active alchemical reaction called an "Explosive Charge". You can only have one of these created at any given time.

As an action, you can attach this to an object and activate it. If the object is a creature, you must attempt an attack roll, attaching the explosive charge to the creature on a successful hit, or the ground beneath it on a miss. At the end of your next turn, the explosive charge goes off, dealing 10d6 bludgeoning damage in a 15ft radius. This damage is doubled against objects and structures. Creatures within this range must make a DC 17 Dexterity Saving Throw or take the full damage, half as much on a successful roll (creatures that have the explosive charge on them automatically fail).

A creature can attempt to take the explosive charge off of it's position by making a DC 17 Athletics check as an action. The explosive charge cannot be diffused once activated.

At 17th level, you may have up to 2 explosive charges created at any given time, and can create 2 of them per short rest.

Concentrated Blast

At 17th level, you've mastered the art of creating explosive alchemical compounds. When creating a blast draught, you can choose 2 effects instead of 1. The effects chosen must be different effects. In addition, the area the blast effects is increased to a 20ft radius.

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