Base Class: Rogue
There are those who are specially trained in the ability to break into places, and then break things. These individuals are experts in explosions, and demolitions, and are able to get into places they should not be, and destroy defenses, explode inventions, and shatter threats with explosive and dangerous aplomb.
Level 3: Demolitons Expert
You gain proficiency in alchemical supplies. Additonally, you gain the ability to make and use bombs. When you finish a long rest, you may produce a number of bombs equal to your dexterity modifier + your proficiency modifier. When you take the attack action on your turn, you can replace one attack with throwing one of your prepared bombs. When you do so, choose a point within 60 ft. of you where the bomb will detonate. Each creature within a 10ft. radius of the point you choose must make a dexterity saving throw against a DC equal to 8 + your proficiency modifier + your dexterity modifier. On a failure, those creatures take 2d6 fire damage, taking half as much damage on a success. Any objects or structures within the radius that are not being worn or carried automatically take 4d6 bludgeoning damge. Bombs become inert 24 hours after they are first produced.
Level 3: Bomb Alterations
You learn two bomb alterations from the bomb alteration list. When you choose to throw a bomb, you may add a bomb alteration to that bomb as you throw it. When the bomb detonates, it has the affect of the alteration in additon to the normal effect. Unless stated otherwise, you may only add one bomb alteration to any thrown bomb, and you may only use a number of alteratons equal to your proficiency modifier per long rest.
Bigger Blast
You build this bomb to explode in a larger radius than normal. The radius of detonation for this bomb is increased to 30ft. You may use one additonal alteration on any bomb that is altered in this way.
Delayed Blast
This bomb is set with a fuse of a varable length. When you throw this bomb, you choose a point within range as normal, but the bomb does not detonate immediately. Instead, as a reaction, you may detonate the bomb at any point in time before the start of your next turn. If you do not choose to detonate it before the start of your next turn, it detonates at that time.
Flashbang
Each creature within 10 ft. of the point of detonation of this bomb that can see it must make a constitution saving throw against your bomb dc. On a failure, the creature is blinded and deafened until the end of your next turn.
Fragmentary
This bomb explodes with shards of glass or ceramic beads that tear into the flesh of those who get hit by it. This bomb deals peircing damage instead of fire damage.
Incendiary
When a creature fails the saving throw against damage for this bomb, that creature lights on fire. A creature on fire in this way takes 1d6 fire damage at the start of each of its turns. Effected creatures may make a dexterity saving throw against your bomb save DC, ending the effect on a success. This bomb also ignites any flamable structures or objects not being worn or carried in the area.
Powder Packed
This bomb is packed with extra black powder. Creatures within the radius of its detonation take an additional 1d6 fire damage, or half as much on a successful save.
Smoke Bomb
When this bomb detonates, it releases a cloud of black smoke in a 10 ft. radius around the point of detonation. This area is heavily obscured for one minute, or until a strong wind disperses the smoke.
Stink Cloud
When this bomb explodes, it fills an area in a 10 ft. radius around the point of detonation. Whenever a creature starts its turn in this radius, or enters the space for the first time on its turn, it must make a constitution saving throw against your bomb save DC. On a failure, the creature must use its turn to move as far away from the point of detonation as it can. Once a creature succeeds on this saving throw, the creature becomes immune to this effect. The cloud lasts for one minute, or until a strong wind disperses it.
Tanglefoot
This bomb releases a sticky tar-like substance when it detonates. Each creature that fails its saving throw against the bomb's detonation has its speed reduced to zero. When an effected creature starts its turn, it may make a strength saving throw agaist your bomb save dc. On a success, the creature is freed from the substance, and its speed returns to normal.
Level 9: Explosive Advantage
You learn how to take advantage of the weaknesses of your targets when you throw your bombs. When you throw a bomb, you may choose a number of creatures equal to the number of sneak attack dice you have within the radius of the bomb's effect. Each of those creatures takes an additonal 1d6 fire damage from the bomb, taking half as much damage on a success.
Level 13: Stealthy Explosions
Throwing a bomb does not reveal your location to the people who are caught in the blast. Additionally, any creature from whom you are hidden, or that is surprised has disadvantage on saving throws against your bomb effects.
Level 17: Sunder
When you hit a creature with a sneak attack, or a creature fails its saving throw against one of your bombs, you may chose to damage that creature's armor or a weapon it weilds. If you choose armor, that creature's armor class is decreased by one. If you choose a weapon, that creautre reduces all damage dealt by that weapon by 1d6. You may choose each weapon and armor only once, but you may choose multiple weapons and armor worn by the same creature.
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