Base Class: Rogue
The Demolitionist Rogue is a master of controlled chaos, blending stealth with the explosive power of carefully crafted bombs and traps. This rogue doesn’t just rely on cunning and agility; they wield the destructive force of alchemy and engineering, turning every battlefield into a minefield of their own design. With a meticulous hand, they set traps that explode with deadly precision, hurl grenades that scatter foes, and plant charges that can bring down walls or scatter enemies in a fiery blast. To a Demolitionist, no obstacle is insurmountable—only another opportunity to make something go boom.
Explosive Expertise
3rd-level Demolitionist feature
Starting at 3rd level, you gain proficiency with alchemist's supplies and tinker’s tools. You also learn how to craft explosive devices during a short rest. You have a number of Explosive Materials equal to twice your proficiency bonus, which you use to craft these devices. These devices can be used in combat or set as traps. You regain your pool of Explosive Materials during a long rest. Unused devices become inert after a long rest.
Grenade (1 Explosive Material). As a bonus action, you can throw a grenade at a point you can see within 60 feet. Creatures within 10 feet of that point must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier) or take 2d6 fire damage. This damage increases by 1d6 at levels 5, 9, 13, and 17.
Smoke Bombs (1 Explosive Material). As a bonus action, you can throw a smoke bomb at a point within 60 feet. The smoke fills a 10-foot radius, creating a heavily obscured area for 1 minute. This area can be used to gain advantage on Stealth checks or help others evade attacks. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
Flash Bomb (1 Explosive Material). As a bonus action, you can throw a flashbang at a point within 60 feet. Creatures within 10 feet must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier) or be blinded and deafened until the end of their next turn.
Trapsmith
3rd-level Demolitionist feature
Starting at 3rd level, you can set explosive traps using your action and one Explosive Material. These traps trigger when a creature steps within 5 feet, causing an explosion that deals your Sneak Attack damage as fire damage. The creature and every creature within 10 feet of the trap must make a Dexterity saving throw against your Bomb DC (8 + proficiency bonus + Dexterity modifier), taking half damage on a success.
Satchel Charges
9th-level Demolitionist feature
At 9th level, you gain the ability to craft a satchel charges during a short rest, using 3 Explosive Materials per charge. As an action, you can place a satchel charge on a surface, object, or structure within your reach. The charge is adhesive, allowing it to stick to walls, floors, doors, or other surfaces. You can detonate the satchel charge remotely as a bonus action, provided you are within 120 feet of it and have line of sight. Alternatively, you can set it to detonate on a timer, with a delay of up to 10 minutes, or by using a triggering mechanism such as pressure, tripwire, or proximity (as determined when you set it).
When detonated, all creatures within 20 feet must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier) or take 8d6 thunder damage and fall prone. A creature that succeeds on the saving throw takes half damage and isn’t knocked prone. The charge has the siege property, dealing double damage to objects and structures. The damage increases by 2d6 at levels 13 and 17.
Dangerous Dodge
13th-level Demolitionist feature
Starting at 13th level, when you use your Evasion feature and avoid all damage from an area effect, you can use your reaction to throw a grenade or deploy a smoke bomb immediately.
Master Demolitionist
17th-level Demolitionist feature
At 17th level, your expertise with explosives reaches its peak. You can now craft one additional explosive device during a short rest without using Explosive Materials. Additionally, your satchel charges now have a 30-foot blast radius. When using a grenade, flash bomb, or smoke bomb, you can affect an additional area within 10 feet of the initial target.
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