Rogue
Base Class: Rogue

Most alchemists spend years studying formulas, measuring ingredients, and recording careful observations. Boom Brewers skip all that.

A Boom Brewer gathers whatever strange substances they can find, be it glowing mushrooms, monster venom, dragon scales, swamp sludge, gemstones, slime, or anything else that looks interesting and starts mixing.

Through a combination of reckless experiments and unbelievable luck, these pint sized "chemists" create abominations no respectable alchemist would ever dare reproduce. Each bottle is unique, each explosion is a learning experience, and every crater is proof that progress has been made.

To a Boom Brewer, failure isn't when the experiment explodes, it's when it doesn't.

Bag o' Boomba!

Beginning at 3rd level,  You gain proficiency with Alchemist's Supplies. If you already have this proficiency, you instead gain proficiency with Tinker's Tools.

Your Boomba save DC equals:

Boomba Save DC = 10 + your Proficiency Bonus + your Dexterity modifier

You Create an endless supply of Boomba's during your long rests.

These mixtures count as Simple Ranged Weapons with the Finesse property (range 30/60) and qualify for your Sneak Attack.

You can also load a Boomba into a Sling as part of the attack you make with it. When fired from a Sling, use the Sling's normal and long ranges instead of the ranges above.

Attacks made with a Boomba use your Dexterity modifier for the attack and damage roll, qualify for your Sneak Attack, and benefit from any magical bonus granted by the Sling used to fire them.

Whenever you hit a creature with a Boomba, it takes damage equal to a number of d6s equal to your Proficiency Bonus. The damage type is determined by the mixture you chose.

Proficiency Bonus Additional Damage
+2 2d6
+3 3d6
+4 4d6
+5 5d6
+6 6d6

 


 Splash!

Whenever one of your Boombas hits a creature or surface, it shatters violently.

Each other creature within 5 feet of the impact point must succeed on a Dexterity saving throw against your Boomba save DC or take damage equal to your proficiency bonus of the mixture's damage type.

You have resistance to acid, cold, fire, poison, and thunder damage dealt by your own Boombas.


 

Level 3: What's This Do?

Whenever you make an attack with a Boomba, choose one of the following formulas

Sizz!

The additional damage is Fire Damage.

Until the start of your next turn, the first time the target willingly moves or is hit by another attack, it takes fire damage equal to your Rogue level.


Hiss!

The additional damage is Acid damage.

Until the start of your next turn, the target's AC is reduced by 2.


Crack!

The additional damage is Cold damage.

The target's speed is reduced by 10 until the start of your next turn.


 Thump!

The additional damage is Thunder Damage.

The target must succeed on a Strength saving throw or be pushed up to 15 feet and knocked prone.


 Fwoosh!

Instead of making an attack, throw this mixture at a point within 30 feet.

Creatures in a 15-foot-radius sphere must succeed on a Constitution saving throw or become Blinded until the end of your next turn.


 Pffft!

Instead of making an attack, create a 20-foot-radius sphere of heavily obscuring smoke that lasts until the start of your next turn.

You can see normally through smoke created by this feature.


 Splat!

The additional damage is Acid damage.

The target must succeed on a Strength saving throw or become Restrained until the end of your next turn.


 

Level 9: NOW THAT"S A BOOM!

Your Formulae have become masterpieces of controlled destruction.

Whenever you deal Sneak Attack damage with a Boomba, choose one of the following Catalyst effects.

Your Boombas count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

BOOM!

Each creature within 10 feet of the target takes damage equal to your proficiency bonus d6s of the mixture's damage type.


POW!

Your concoction tears away armor, scales, or magical defenses.

Until the start of your next turn, the next attack roll against the target has advantage. If that attack hits, it deals additional damage equal to your proficiency bonus d6s.


 BLAM!

The target can't take reactions, and its speed is reduced by 20 feet until the start of your next turn.


BONK!

The target must succeed on a Constitution saving throw or suffer the following effects until the start of your next turn.

  • It has disadvantage on attack rolls.
  • It has disadvantage on Dexterity saving throws.
  • It can't take reactions.

If it casts a spell before the start of your next turn, it must succeed on a Constitution saving throw against your Boomba save DC. On a failure, the spell fails, and the spell slot is expended.


P-U!

A 20-foot-radius cloud surrounds the target until the start of your next turn.

The area is difficult terrain for your enemies.

Whenever a creature enters the area for the first time on a turn or starts its turn there, it takes poison damage equal to your proficiency bonus.


 

Level 13: Now We're Cookin'!

Starting at 11th level, your relentless experimentation has produced formulas bordering on the impossible.

  • Your Boombas ignore resistance to acid, cold, fire, poison and thunder damage, and treat immunities as resistance.
  • Creatures have disadvantage on the first saving throw they make against one of your mixtures each turn.
  • Once on each of your turns, immediately after using a Boomba, you can use Fwoosh! or Pfft! without expending an action.

Level 17: Oops!

Upon reaching 17th level, you've perfected the ultimate expression of alchemical destruction.

Once on each of your turns, immediately after dealing Sneak Attack damage with a Boomba, you can trigger an apocalyptic detonation.

Choose a point on the target or within 10 feet of it.

Each creature of your choice within a 20 foot radius sphere must make a Dexterity saving throw.

On a failed save, a creature takes damage equal to twice your proficiency bonus in d6s of the same damage type as the triggering mixture. On a successful save, it takes half as much damage.

Then choose one of the following lingering effects:

KA-BOOM!

The area burns until the end of your next turn. It is difficult terrain, and creatures that enter the area for the first time on a turn or start their turn there take fire damage equal to half your Rogue level.


KA-POW!

Creatures that failed the saving throw have their AC reduced by 3 until the end of your next turn.


KA-BLAM!

Creatures that failed the saving throw have their speed reduced to 0 until the end of their next turn.


KA-BONK!

Creatures that failed the saving throw are knocked prone.


BLEEGH!

The area becomes heavily obscured until the end of your next turn. Creatures that start their turn there are Poisoned until the end of that turn.

You can use this feature a number of times equal to your Dexterity modifier (minimum once), and you regain all expended uses when you finish a Long Rest.


 

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