Base Class: Rogue
Always smelling faintly like brimstone and a capability to bounce back from deadly bombs, a demolition expert is not to be compared to their rouge origins, as stealth is the least of their concern. Often harming themselves in the process, a demolition expert can blast their way through crowds and tough walls. Starting at level 3 you gain the ability to craft explosive devices with the use of proper materials, and the needed knowledge to gain advantage of explosion - related saving throws.
Bomb Basics
starting at level 3 you will be able to craft a basic bomb with the use of one bottle of alcohol and rope during a long rest. using a bonus action you can light and toss this bomb up to 90 feet for 1d12 fire damage in a 10 foot radius. Everyone within the bombs radius must make a dex saving throw, on success take half damage. You also know how to survive bombs and gain advantage on explosion saving throws.
At higher levels of 9 and 17 you can make better bombs
Advanced Bomb-making
Starting at level 6 You have learned to tap bombs with special elements by gathering related materials. These materials are decided by your DM, to make these changes you simply prepare the material and insert in the bomb. You can also craft advanced bombs during a long or short rest. These bombs are made from a scrap casing that is made of monster weapons or other metals and is filled with flammable materials such as sulfur, by default, it does 2d12 fire damage and has a range of 90 feet with a area of effect of 20 feet. Everyone within the bombs radius must make a dex saving throw, on success they take half damage. Basic bombs also can be thrown 30 feet farther. You can also choose from two advanced bombs.
Jar of Fire
A bomb without a fuse, its made of a jar with oil and a match just barely separated by easly broken glass. This jar does 3d8 fire damage but does not explode on its own. it instead breaks upon the activation of it. Often by the use of a trap. When hit you must make a dex saving throw, on success take half damage.
Smoke Bomb
A smoke bomb is made from a slow burning tar or soot that is encased in wood. It does 1d4 bludgeon damage when hitting someone directly with it. but it shoots a 5 turn smoke with a 30 foot radius that blinds any creature inside the smoke until they leave the smoke. Look at blind status effect for more.
Idiotic Maneuvers
starting at level 9 you can use your prime skill to do stupid things with bombs.
Claymore - Claymore
Named when someone attached a claymore bomb to their claymore sword, this skill allows you to follow those footsteps and attach your bomb to your weapon, dealing both your weapon damage and bomb damage well keeping your bonus action free. Both you, the attacked enemy, and anyone within the radius of the bomb, must make a saving dex throw or take the bombs damage, your opponent also takes your weapon damage too
Escape Plan
You throw a bomb at your feet and explode into the sky, dealing the bomb damage to everyone in it's radius, forcing them to make a dex save, on success they take half damage. You will be launched 3x the bomb radius's height in the sky, you can choose to go diagonally or straight up. You will always take full damage from the bomb.
Handfull of brimstone.
Using one of your bombs, grab a opponent and make a slight of hand check, on success, hand them a grenade and push them as far as you can, if the creature is giant sized or larger, you will instead give them the grenade and run away, if successful the opponent will be unaware of the bomb and the bomb will explode net round, damaging them and anyone near them.
Master of Gunpowder
Starting at level 14 you gain access to 1 of three deadly master bombs. All require iron or other metal casings and filled with explosive powder under special treatment, master bombs can only be made during long rests.
Cluster Bomb
Cluster bombs are made by packing a bomb inside a bomb. Using your master craft the second bomb goes off shortly after the first one, they both inflict 2d12 damage and require separate dex saves. on a 15 or higher target takes half damage
Giant Firecracker
Using master techniques you can create a area - denial bomb that explodes for 5 turns, doing 3d6 damage to whoever is in the bomb when their turn ends, the bomb has a radius of 30 feet. The land also acts as difficult terrain for the time the bomb goes off
Master Bomb
A master crafted bomb with no gimmick, does 4d12 fire damage by default and can be thrown 90 feet. has a area of effect of 30 feet. All those in the radius must make saving dex throws. on success, take half damage
Previous Versions
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