Base Class: Rogue
Arsonist rogues have learned to use a combination of honed skill and practice, and an innate magical knack to use fire to their advantage. They are experts in infiltration, distraction, and destruction. Many arsonists are employed by armies or nobles to destroy the property of their enemies. Some arsonists are rebels who use their skills to fight for resistance movements against oppressive orders and systems. Whatever they fight for, they all have the same gleam in their eye as they linger a moment to see the blazing and smoking result of their handiwork, then make their hasty exit.
Spellcasting
Your training in arson has allowed you to learn certain spells associated with the craft. See chapter 7 for the rules on spellcasting. The information below details how to use those rules as an Arsonist.
Cantrips. You know three cantrips: Fire Bolt, Produce Flame, and Elementalism.
Spell Slots. The Arsonist Spellcasting table shows you how many spell slots you have to cast your level 1+ spells that are available for you to cast with this feature. To start you have the Burning Hands, Faerie Fire, and Fog Cloud spells prepared. Consult the Arsonist Prepared Spells table below to see which spells you have prepared at each level.
Arsonist Prepared Spells:
|
Arsonist Rogue Level |
Prepared Spells |
|
3 |
Fire Bolt, Elementalism, Produce Flame Burning Hands, Faerie Fire, Fog Cloud |
|
7 |
Flaming Sphere, Scorching Ray |
|
13 |
Fireball, Stinking Cloud |
|
19 |
Wall of Fire |
Arson's Armaments
You gain proficiency with a new kind of tool kit, Arsonist's Supplies, and always have one on hand. When utilizing this toolkit, you gain advantage on any skill check to create, control, or extinguish fire or smoke. This tool kit is your arcane focus for your subclass spells, and you must be holding it with at least one hand in order to cast these spells.
Flaming Weapons
You have learned how to increase the potency of your weapon strikes with fire. When you make a weapon attack on your turn, as part of the attack you may coat the weapon in flames, causing it to deal an extra 1d4 fire damage.
Obscuring Smoke
When you cast a spell that produces fire or deals fire damage with this subclass, a magical smoke appears in a 20-foot sphere centered around any areas, objects, or creatures targeted by the spell. Smoke created by a subclass spell (such as Fog Cloud or Stinking Cloud), also counts for this feature. These areas are Heavily Obscured, but your experience with arson allows you to see within the smoke. This magical smoke lasts for 1 minute or as long as you hold concentration on the spell, unless dispelled magically.
While you are in this magical smoke, you have advantage on stealth checks, you have advantage on attack rolls against other creatures within the smoke, and attack rolls against you have disadvantage unless the creature can see you through truesight, blindsight, tremorsense, or some other means (darkvision cannot see through the smoke).
Leave No Trace
When you choose the withdraw option for your cunning strike, you may instantly teleport to any area of magical smoke created by your Obscuring Smoke feature you can see within 120 feet. You retain your remaining movement for your turn and you still cannot provoke opportunity attacks with said movement.
Bombs Away
As a magic action while you are holding your Arsonist's Supplies, you may create a firebomb. The bomb lasts for up to 8 hours, after which it becomes inert. On the turn you create it, as part of the same magic action, you may choose to light it, and you may choose to throw it. Alternatively, as part of the same magic action, you may stow it, or you may choose to hand it to a willing creature within 5 feet of you. A creature who wishes to light and/or throw the bomb on their turn must take a magic action to do so.
After the bomb is lit, it can be thrown up to 60 feet by the creature who lit it as part of the magic action. At the end of the round that it is lit, the bomb explodes. Each creature within a 40-foot emanation centered on the bomb must make a dexterity saving throw equal to your spell save DC. On a failure, a creature within 20 feet of the blast takes 5d10 force damage and 5d10 fire damage, while a creature within 40 feet takes only the fire damage. On a success, a creature takes half the damage. Any structures or objects within the blast not being worn or carried take twice the damage, and flammable objects begin burning. The blast creates a 100-foot radius sphere of magical smoke for the purposes of your Obscuring Smoke feature.
If you are the one who lights the bomb on your turn, you can warn your allies of the imminent explosion. After you light the bomb, up to four creatures of your choice who can see or hear you may take a reaction to move up to their movement without provoking opportunity attacks.
After using this feature, you cannot do so again until you finish a long rest, or you expend a level 4+ spell slot to regain your use of it.







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