Rogue
Base Class: Rogue

Long ago alchemist's from the East discovered a potent substance while farming atop sulfur-rich fields, their barn may've been blown sky high but said innovation would soon change the art of war forever. This is Gunpowder; Wild, Deadly, and Unpredictable, just like the rogues who choose to dance with such a blaze.

Powderplot DC =  8 + your Proficiency Bonus+ your Intelligence Modifier

Trigger Happy

When you choose this archetype at 3rd Level, you gain the ability to construct unique 'trigger mechanisms' that'll produce the spark of revolution.

You gain proficiency with Firearms and your choice of Tinkerer's Tools or Alchemist's Tools. Additionally during a Long or Short Rest you can choose to construct a number of the following 'Triggers' equal to your proficiency bonus as long as you either posses 'Tinkerer's Tools' or 'Alchemist's Tools' and a Component Pouch.
Each Trigger is a permanent item that weighs 0.5lbs and can be used or disarmed by anyone who is in possession of it if informed on how it works or they succeed an Int Check against your Powderplot DC. Once used/disarmed, the trigger becomes inert and is rendered useless though can be repaired/reused with an Int Check against your Powderplot DC at the DMs Discretion.

When you choose to construct a trigger you can pick from the following if you meet the prerequisites. You learn additional types of triggers when you reach certain levels in the Rogue Class, as shown in the Trigger Column of the Powderplot Archetype

Each trigger acts as a device that causes a spark which can ignite a bomb, you must spend 10 minutes of in-game time installing a trigger into a bomb a-kin to Ritual Casting. At 9th Level this decreases to 5 minutes, 13th it decreases to 1 minute, and at 17th you can do it using an Action.


TRIGGERS

  •  Lesser Remote - Prerequisite: 3rd Level
    A remote detonator is simple in nature and consists of two components, the Switch and the Relay. When the Switch is activate using a Bonus Action it will cause whatever bomb is infused with the Relay to detonate. The Lesser Remote has a range of only 200ft

  • Fuse - Prerequisite: 3rd Level
    A simplistic close-range trigger constructed either with a burn-fuse, a pin, or a cap, especially commonly used in grenades. Using an action you can activate the Fuse of a bomb and as a free-action if possible throw it. At the beginning of your next turn the Bomb will detonate.

  • Timed - Prerequisite: 3rd Level
    The standard variety of explosives, timed combustibles are a tried and true method for demolition... or assassination. By attaching this trigger to your bomb you can set a timer up to 48 hours in which once it's run out it'll detonate the Bomb.
  •  Standard Remote - Prerequisite: 6th Level
    A remote detonator that is slightly less simple in nature and consists of three components, the Switch, the Failsafe, the Relay. When the Switch is activate using a Bonus Action it will cause whatever bomb is infused with the Relay to detonate, that is unless the Failsafe is activated. The Failsafe can produce a small sensory effect such as a blinking light, noise, or faint burst of air when the Switch has been activated, if the Failsafe is activated or destroyed when the Switch has been activate the Relay will detonate the bomb. The Standard Remote has a range of 2000ft
    (e.g. can be used for Two-Step Authentication, can be used to detonate two different bombs in a synchronized succession, or can be used as insurance for if the Switch is ever stolen)

  •  Contact - Prerequisite: 6th Level
    Simplistic but brutally effective, this trigger consists of a single sensor that if pressure is applied will cause the Bomb to detonate immediately. Used as either defense against disarming teams, the core of a missile, contact grenades, or tripwire; once armed anything that touches it without the knowledge of how it works will meet a deathly fate. (DMs Discretion is advice, talk to player about how they wish to use this sensor before they arm it to avoid miscommunication)
  • Advanced Remote - Prerequisite: 10th Level
    A complex remote detonator comprised of 4 components, the Switch Interface, and the Relays (x3). The Switch consists of a complex array of three buttons, each button can only be activated by certain creatures/humanoids of your choosing and each button corresponds to it's own Relay. This in turn allows you to remotely detonate up to three different bombs using your Bonus Action. The Advanced Remote has unlimited range as long as you remain on the same plain as the Relays.

  • Proximity - Prerequisite: 10th Level
    A radial alarm system is integrated into this fuse that can detect movement, when arming it you can determine the exact sensory radius from 0ft-30ft in which the Bomb will be detonated if it sense movement alongside a short window of up to 10 minutes of time you can take advantage of to get outside of it's sensory radius

  • Recognition - Prerequisite 12th Level
    The most precise trigger of them all, it can detonate based upon the presence of something of as specific as a certain appearance, sound, scent, word, temperature, etc. that is present within 10ft of it. (Note: this trigger is still effected by Illusory effects that might hinder it's detection such as 'prestidigitation' or 'disguise self')

  • Dead-Man's Switch - Prerequisite 12th LevelComposed of a clockwork heart-monitoring device, by installing this Monitor onto a creature's heart using a DC15 Medical Check over the course of an hour you can then arm it so it'll be activated when the creature is either Reduced to 0 Hit Points or Dies. If the chosen conditions are met then every trigger you've constructed that still remains functioning will be activated at once. Only one of these may exist at any given time.

 (Mix and match to create your combustive contraptions of death)

Demolition Expert

At 3rd level damage inflicted by gunpowder ignited by your Triggers deal double damage to object and structures. Creatures hit by your explosions in addition take additional damage equal to your Sneak Attack die.

If you're interested in spicing up your bombs, here are some alternatives/additions to use alongside gunpowder.

GUNPOWDER - 3d6 Force Damage for a powder horn, 7d6 Force Damage for a keg, aprox. 1d6 Force Damage per 2lbs
OIL - 5 Fire Damage per lb, covers a 5ft radius in oil per lb and the burning lasts 2 Rounds if not in the presence of kindling.
GREASE - 1d8 Fire Damage per 5lb, covers 10ft radius in Grease per lb and the burning lasts 10 Rounds (1 minute) if not in the presence of kindling
POISON - in the presence of an explosion at the DMs Discretion the blast radius can linger with poisonous gas for the poison's duration if an equal amount was added to the bomb as there was gunpowder.

(You can always create your own unique bombs in game, but again remember. DMs Discretion)

Thermal Combustion

At 9th Level fueled by your burning desire for destruction reaching greater heights, Gunpowder now weighs half as much in your inventory and any damage you inflict using Gunpowder counts as magical. In addition once per day you can construct a single additional trigger of your choosing and combine it with any item in your inventory using an action. Once used you can't use this ability again until you've had a Long Rest.

Concealed Carry

Starting at 13th level, you have mastery over the art of concealing your explosive intent. During a surprise round of combat or if a creature is caught in the blast radius of one of your explosives while unaware of its presence, they must roll their Dexterity Saving Throws with disadvantage.

"I Become Death..."

...the Destroyer of Worlds. At 17th Level whenever you trigger an explosion using/involving Gunpowder, the blast radius is doubled and damage to objects and structures is now quadrupled. In addition, an implosion of force of the same radius will occur one round after the explosion dealing damage equal to (the blast radius divided by 10)*1d8 Necrotic Damage. A Save against your Powderplot DC must be made by those who fail the Dex Save in which on a fail the targets are knocked prone and pulled 10ft towards the center of the blast.

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