Rogue
Base Class: Rogue

things

Explosive Savant

You are a master at making explosives. This is represented by your Boom Dice, which fuel certain powers you have from this subclass. The Demolitionist Boom Dice table shows the number of these dice you have when you reach certain Rogue levels, and the table shows the die size.

Demolitionist Boom Dice
Rogue Level Die Size Number
3 D6 4
5 D8 6
9 D8 8
11 D10 8
13 D10 10
17 D12 12

Any features in this subclass that use a Boom Die use only the dice from this subclass. Some of your powers expend a Boom Die, as specified in a power’s description, and you can’t use a power if it requires you to use a die when your Boom Dice are all expended.

You regain one of your expended Boom Dice when you finish a Short Rest, and you regain all of them when you finish a Long Rest.

Breach Charge. You can expend one Boom Die and take 1 minute to create a Breach Charge. A Breach Charge deals damage equal to a number of Boom Die equal to your proficiency bonus, this bomb has the Siege property.

Cherry Bomb. You can use an action and expend two Boom Dice to throw a Fire bomb, dealing fire damage equal to double your proficiency bonus of Boom Die.

Concussive Blast. You can create a bomb that releases a strong concussive force. As a Utilize action, you can throw this bomb up to 60ft, dealing force damage that is a number of Boom Die equal to your Proficiency Bonus, Dexterity saving throw DC (8+proficency+Intellegence), on a failed save creatures in the AOE take full damage and are either knocked prone, or pushed 10ft from the center of the explosion. On a successful save you take half the damage and are not knocked prone or pushed 10ft from the explosions focal point.

The first time you use this device after each Long Rest, you don’t expend the Boom Die. All other times you use the device, you expend the die.

Mini Bomb

You can quickly craft a small shrapnel bomb. Whenever you take the Attack action or make an Opportunity Attack, you can quickly create a Mini Bomb in your free hand and make the attack with that bomb. The small explosive has the following traits:

Weapon Category: Simple Melee
Damage on a Hit: 1d6 Piercing plus the ability modifier used for the attack roll
Properties: Finesse, Thrown (range 20/60 feet)
Mastery: Graze (you can use this property, and it doesn’t count against the number of properties you can use with Weapon Mastery)

The bomb explodes immediately after it hits or misses its target.

After you attack with the bomb on your turn, if you Dash as a Bonus Action your movement does not provoke opportunity attacks.

Tactical Improvements

You can now use the following devices.

 

Bomb Bounce. As a Bonus Action, you create a modified Mini Bomb, expending one Boom Die {{scalevalue}} and roll it. It deals fire damage to creatures within 5ft (dex save, no damage on a success, full damage on failure), and you are propelled up to a number of feet away equal to 10 times the number rolled. You then go flying through the air to the desired location without provoking opportunity attacks, and you take no fall damage from this movement.

Magic Bombs

The damage your explosives do is considered magical for the purposes of over coming resistances.

Volatile Explosives

Starting at 13th level you the explosives you make have extra explosive potential.

Bigger Booms

When you create one of your explosive devices you can choose to use this ability. While active on an explosive, you increase the explosive potentially of the device you are using. If an explosive device rolls the max number on the die you can roll it again adding it to the damage total.

Once you use this feature, you can’t do so again until you finish a Long Rest, or unless you expend 3 Boom Dice.

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