Base Class: Rogue
Rogues with a mind for inventiveness and a particular knack for tinkering can hone their skills as a tactful engineer, relying on clever gadgetry to get the job done.
Level 3: Quick Thinking
Your mind works quickly, allowing you to make split-second decisions, even in the heat of combat. When you choose this archetype at 3rd level, you gain proficiency in the Investigation skill and with tinker's tools if you don’t already have them. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies. In addition, you can use the bonus action granted by your Cunning Action feature to make an Intelligence check or use your tinker's tools or thieves' tools.
Level 3: Bomb-craft
You know many formulas for crafting handheld bombs. Starting at 3rd level, you have three craft slots. You can expend a craft slot to create a bomb, choosing from the Activation Type and Effect options below. Once created, you can modify one of your bombs and change its properties without expending a craft slot, or disassemble it to regain the spent slot. Crafting, modifying, or disassembling a bomb takes one minute, and you must have thieves' tools or tinkers tools on hand for the duration.
A bomb is inert until it is activated by you or a creature carrying it, which can be done as an action. As part of this action or as a bonus action on a subsequent turn, the bomb may be thrown or rolled up to 60 feet. Once activated, its Activation Type determines how it behaves. When a bomb detonates, its Effect activates centered on itself. If an Effect requires a saving throw, the DC is equal to 8 + your Intelligence modifier + your proficiency bonus. If a bomb does not detonate after activation, you can use a bonus action within 5 ft. of it to deactivate it, making it inert again.
The number of bombs you can have at one time cannot exceed your total number of craft slots. When you complete a long rest, you regain all expended craft slots and all bombs you have created cease functioning.
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Activation Type |
Description |
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Fuse |
You can set a fuse on the bomb measured in rounds, which cannot exceed 10 rounds. The fuse begins when you activate it and when it finishes, the bomb detonates at the start of your turn. Alternatively, you can set the fuse such that the bomb detonates at the end of the turn you activate it on. |
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Impact |
Once activated, the bomb detonates immediately upon impact after being thrown, dropped, or attacked. |
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Trigger |
Once activated, the bomb will only detonate when triggered. You can define the trigger, which usually takes the form of a button, pin, or catch. You or another creature can trigger the bomb as a bonus action, which causes the bomb to immediately detonate. The trigger can be paired with other devices such as a string, tripwire, or pressure plate, so long as there is some mechanical connection between the two. |
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Effect |
Description |
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Smoke Bomb |
Thick, dark smoke extends out in a 20 ft. sphere, heavily obscuring the area. The sphere spreads around corners and lasts for one minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. |
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Poison Gas Grenade |
Noxious fumes spread out in a 10 ft. radius and last for one round. Each creature in range when the bomb detonates or that enters the area on its turn must make a Constitution saving throw. On a failed save, the creature takes 2d6 poison damage and is poisoned until the end of its next turn. On a successful save, it takes half damage and isn’t poisoned. |
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Flashfire Bomb |
The bomb detonates loudly, causing a momentary flash of bright light and thunderous boom. All creatures within 30 ft. that don’t have full cover from the detonation must make a Dexterity saving throw. On a failure, the creature is blinded if it can see the detonation and deafened if it can hear the detonation. These effects last until the end of its next turn. Creatures that are unaware of the bomb automatically fail the save. The detonation also causes a thunderous boom audible up to 100 ft. away. |
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Shrapnel Grenade |
Sharp projectiles explode out in a 15 ft. radius. All targets within the radius must make a Dexterity saving throw, taking 3d6 piercing damage on a failed save or half as much on a success. |
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Fire Bomb |
Flammable oil covers the ground in a 10 ft. radius and ignites for one minute. Each creature that starts its turn on the ground in the area or moves through the area for the first time on its turn must make a Dexterity saving throw, taking 2d4 fire damage on a failed save or half as much on a success. Also on a failed save, it must repeat the save at the beginning of each of its turns, ending the effect on a success or taking an additional 1d4 fire damage on a failure. The fire ignites any flammable objects in the area that aren't being worn or carried. |
Level 9: Focused Mind
Starting at 9th level, you have advantage on any Intelligence (Investigation) check or ability check made with tinker's tools or thieves' tools if you move no more than half your speed on the same turn. In addition, you can push your genius to the limit by crafting or modifying a bomb as an action. You can use this action only if you haven't moved during this turn, and after you use the action, your speed is 0 until the end of the current turn. After you craft or modify a bomb in this way, you cannot do so again until you complete a short or long rest.
Level 13: Superior Bombs
Starting at 13th level, you've learned how to pack the most into your bombs. When you craft or modify a bomb, you may choose one of the following effects to apply to it. A bomb can only have one such effect at a time.
Potent. The bomb deals two additional dice of damage upon detonation.
Overloaded. The radius of the bomb's detonation range increases by 10 feet.
Extended. The bomb's fuse length can be up to one hour and it's duration is doubled.
Level 17: Bomb Mastery
Beginning at 17th level, when you craft or modify a bomb, you can choose to apply two effects from your Superior Bombs feature. In addition, if a creature failed a saving throw against one of your bombs since the beginning of your last turn, you can use your Sneak Attack against that creature even if you don’t have advantage on the attack roll, but not if you have disadvantage on it.
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