Base Class: Rogue
Ready, Aim, Fire in the Hole! The Blitzer is a rogue specializing in the disruption of enemies formations, rushing through enemy lines to plant a chain of explosives to later then detonate in a loud BANG. These rogues have learnt how to assemble quick explosives to be used immediately or to make them more carefully to store for a future time, breaking down walls or forcing groups to separate as to not be blown up together.
Air Burst Bombs
3'rd Level Blitzer Feature
You've created your own brand of simple yet effective explosives known as Air Burst Bombs which you can only have 6 of (even if their already placed).
- Once per turn as an object interaction, you can toss a bomb at a target (Range of 15/30ft), making a ranged attack against a target (you are proficient with this attack). If hit the bomb sticks to the target, missing will result to the bomb landing on the ground directly below your target. The bombs sticks to said target or surface until a creature use their Action to remove them, which it can be thrown again as an improvised ranged weapon attack (Range of 15/30).
- You can use your Action to detonate, causing all thrown bombs are detonate at once. Creatures within a 5ft radius of the bomb must make a dexterity saving throw, taking Thunder damage equal to your Sneak Attack dice on failure and half of that if they succeed. The explosion also affects objects.
- When you finish a Short or Long rest, you may gain back air burst bombs. Costing 25gp each.
DC of explosives you use equals 8 + your dexterity modifier + proficiency bonus (or their normal DC, your choice)
Note: The creation of air burst bombs should be logged in #notes-and-pings
IED
3'rd Level Blitzer Feature
Your quick thinking allows you to quickly put together a makeshift explosive. You gain a maximum amount of Boom charges equal to your level which you regain at the end of a long rest. You can spend Boom to create explosives as an action and immediately throw it (or fire it out of a Grenade Launcher when applicable). Roll a d20, on a 1 it instead explodes before you can throw it. Each explosive costs a different amount of Boom according to the following.
- Stink Bomb, 1 Boom
- Glue Bomb, 2 Boom
- Grenade (Smoke), 2 Boom
- Bomb, 2 Boom
- Dynamite (Stick), 3 Boom per stick
- Tangler Grenade, 5 Boom
- Dynamite (Exandria), 5 Boom
- Grenade (Fragmentation), 7 Boom
- Gnomegrade Grenade, 16 Boom
Given enough time and resources however, there's plenty more you can do. You may also spend 1 hour carefully making explosives you normally can't obtain easily, these explosives don't need to be thrown immediately and do not have a chance to blow up on you but have the following gold cost to create:
- Grenade (Smoke), 25gp
- Dynamite (Stick), 25gp
- Blasting Powder, 25gp
- Tangler Grenade, 75gp
- Alchemist's Doom, 100gp
- Grenade (Fragmentation), 150gp
- Keg of Alchemist's Fire, 200gp
- Gnomegrade Grenade, 2000gp
Note: The creation of bombs should be logged in #notes-and-pings
Rolling Thunder
9'th Level Blitzer Feature
A Blitzer needs to be quick, both to avoid trouble and their own bombs. Whenever you take Dash action, your movement speed increases by another 10ft. You gain the following benefits:
- While dashing, any Attacks of Opportunity made against you are at disadvantage and you may attempt to move past a creature by expending 10ft of movement, roll a Dexterity (Acrobatics) check contested by the targets Strength (Athletics), if you succeed you move to the other side of the target and don't need to repeat the contest until the end of the turn. Example: You Creature Empty > Empty Creature You
- When you move 5ft away from a creature, you can toss an Air burst bomb onto them (applying the same rules as the 3rd level feature) without using your object interaction. This feature cannot be use on the same target until the start of your next turn.
- Explosives you use deal double damage against structures and objects, when tossing any explosives you have proficiency on the attack roll.
Blitzer's Mastery
13'th Level Blitzer Feature
Slowly your techniques improve and you get fully used to your role. You can now have up to 8 charges of Air burst bombs and gain following benefits:
- You may now toss two Air burst bombs at once using an object interaction instead of one.
- You can decide if the bomb would deal Thunder or Fire damage upon detonation.
- You have resistance to the damage of explosives you use.
- Explosives you use can deal magical damage.
Rumbling Storm
17'th Level Blitzer Feature
As you perfect your craft, your special explosives become more costly to produce, however their effects continue to become more potent. The cost to regain each charge of your Air burst bomb becomes 250gp, but you gain the following:
- When you detonate any explosive, it deals additional damage equal to half of your Sneak attack dice (rounded up), its explosion size now increases by a 10ft radius if not already higher.
- When a creature takes thunder damage from one of your air burst bombs, they must succeed a Constitution saving throw (DC equals to half of the damage taken) or become Stunned until the end of their next turn.
- Whenever one of your air burst bombs that deal fire damage explode, creatures and flammable objects that are not being worn or carried within its radius are set ablaze and take 6d6 fire damage at the start of each of their turns until the fire is put out. A creature within reach of the blaze can take an action to put out the blaze, the blaze will also go out if it is doused in sufficient water. (DM's Discretion)
- When tossing any explosive, you have expertise on the ranged attack roll. (Double your proficiency bonus)
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