Rogue
Base Class: Rogue

 

While some alchemist rely on subtlety and patients; although lets face it there is a shit ton of patience involved when dealing with things that have a catch phrase of BOOM, to achieve the goal of discovery, the bombers assign virtue to the quick and the violent truths revealed in the midst of explosive destruction. A bombers focus is learning new and innovated ways to craft explosives, most commonly in the form of alchemical bombs. Experts in the creation, handling, modification, and improvement of these dangerous mixtures, bombers further their research with every detonation and boom. Every explosion is data for the bomber to study. Every ruin is a trove of evidence demonstrating that science and magic can combine to literally shape the world in the most direct means possible.

 You share the Artificer spell list when picking spells 

Bomber Spellcasting

Rogue

Level

Cantrips

Known

Spells

Known

— Spell Slots per Spell Level —

1st

2nd

3rd

4th

3rd

3

3

2

—

—

—

4th

3

4

3

—

—

—

5th

3

4

3

—

—

—

6th

3

4

3

—

—

—

7th

3

5

4

2

—

—

8th

3

6

4

2

—

—

9th

3

6

4

2

—

—

10th

4

7

4

3

—

—

11th

4

8

4

3

—

—

12th

4

8

4

3

—

—

13th

4

9

4

3

2

—

14th

4

10

4

3

2

—

15th

4

10

4

3

2

—

16th

4

11

4

3

3

—

17th

4

11

4

3

3

—

18th

4

11

4

3

3

—

19th

4

12

4

3

3

1

20th

4

13

4

3

3

1

 

Extended Spell List

Bomber Level 

Spells 

3rd 

Burning Hands Fog Cloud 

7th 

Darkness Enlarge/ Reduce 

13th 

Fireball Haste 

19th 

Banishment Stoneskin 

 

Spellcasting Ability 

Intelligence is your relevant ability for your formula since you learn them through study. You use your Intelligence modifier when setting your saving throw DC for your bombs and spells and when making attack rolls with one.

Spell Save DC = 8 + your proficiency bonus + your intelligence modifier

Spell Attack Modifier = Your proficiency modifier + your intelligence modifier 

 

Bombs

Starting at 3rd Level
You are a bomb maker, some call you crazy others call you mad, some just call you the bomber, regardless you can now choose from a list of Bombs that you can make. You start off by focusing your craft into three bombs, then at 6th, 10th, 14th, 18th you can choose a new bomb design. 

 

All damage dealing bombs start off dealing 1d4 + your Intelligence modifier

 

When throwing your Bombs the range is 10 - 60 ft. You must also make a Ranged attack using your dexterity, You do not need to hit the AC of a creature rather just the DC 5 of the space you are aiming for. Your DM may increase this DC for certain conditions or difficulties. 

Botch Table

Roll D6 

The bad stuff 

1,2 

The Bomb is a dud 

3,4 

The bomb is throw off base by 10 ft in a random direct roll D8 for location 

5  

The Bomb only deals 5 damage  

6 

The fuse was set wrong you and all in range take the damage Controlled Destruction cannot nor  help you in this nor can Shaped charge 

 

You are also Proficient  in Alchemist Tools  and Arcana 

To buy supplies to build your bombs the cost are as followed 

Item 

Cost  

Description 

Casing 

20 silver 

Give you enough material to make 10 bombs  

Inner Ingredients  

25 – 50 silver  

Fives you enough to make 10 bombs 

 

When making your your bombs you must make a Alchemist Tools check are as followed , Bomb levels are equal to when you get the bombs

Bomb Level 

DC  

3 

13 

10 

15 

18 

18 

 

Acid Bomb

You have honed the properties of acid and how it responds to the material world. Standard Acid damage is 1D4 + Int Mod, 10 ft. Radius, Dex Save for half. There are more types of Acid out there and that is between your DM and you to discuss if you have access to it 

 

Unstable Modification: Non Magical gear and armor start to fall apart, 

Cloth is burn away by the acid, if it is armor the AC bonus drops to 0

Leather starts to decay, once per a round roll a 1d3 and decrease the AC bonus till it reaches 0 at which point the leather breaks down completely as it falls apart

Metal starts to slowly degenerate losing  an AC bonus of 1 per every 2 rounds till at 0 

Caltrop Bomb

When you use this bomb any one in the square that the bomb lands in takes 3D4 + Int Mod Piercing Damage, when it explodes it spreads caltrops in a 25 foot area from the point of explosion. The area it affects is considered rough terrain, for the purpose of movement and anyone walking through the area takes 2 points of piercing damage for every 5 ft of movement while in the area. Any creature in full plate Armor is not affected by this. 

 

Unstable Modification: Your caltrops are now Adamantine and the damage is D8's and any one walking in the area take 8 point of piercing damage for every 5ft moved while in the area, full plate wears are not immune to this damage 

Cluster Bomb

This bomb requires a [Tooltip Not Found] to create. You break the Magical Energies down of the Item into a bomb. This is not a cheap bomb or a bomb used freely. It is the most devastating bomb you can create and make. it is assumed that you always purchase the  [Tooltip Not Found] with 9 beads. The damage is 10d6 + your Rouge level for each explosion. This Bomb is unaffected by the increase damage of your bombs progression

You shake the Potion up throwing it in the Air as it explodes. The explosion spread goes from 10 ft to 25 foot out, it creates a Mini fireball that will go in a random direction. You roll  4D8 the Each number is a direction. The damage is 10d6 + your Rouge level for each explosion
8 1 2
7 0 3
6 5 4
Then roll 1D6 
1,2 - 10 ft.
3,4 - 15 ft
5 - 20 ft
6 - 25 ft

 

Unstable Modification: You no longer roll for direction you choose, additionally the damage increases to 8d6 + double your rouge level for each explosion

Concussive Bomb

You create a Thunder Bomb that deals 1D4 Damage + Int Mod, 10 Ft. Radius, Constitution Saving throw, on a failed save the Target is [Tooltip Not Found]. On a successful save the target still takes the damage but is not deafened. 

 

Unstable Modification: All damage is converted to D8's and the area is increased to 15 ft

Fear Bomb

You can now craft bombs that fear your enemies. When throwing the bomb it creates a 10 Ft. Radius cloud any creature in the cloud must make a Wisdom Saving throw on a failed save, if available, the target must move as far as its speed allows away from the area. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, doesn’t have to move away.

Unstable Modification: The target takes 3d8 Psychic damage  

Fire Bomb

When making bombs you have harnessed Alchemist fire and are able to place it where you need to on the field of combat. The fire clings to the target and burns hot. Water does not put the flames out, the fires will burn for 1d4 rounds.

 

Unstable Modification: Change the damage to d8's and extend the area to 10 feet.

Force Bomb

With the creation of of the force bomb you can now force movement to the enemies. Deals 1D4 + Int Mod, target must make a Strength Saving throw, if the fail they are pushed 5 ft. in any direction away from the explosion; if the explosion was focused on the targets occupied square roll a D8 for direction. The explosion has a 5 ft. radius. You can also choose to knock them prone instead of pushing them back. 

 

Unstable modification: All damage is increased to D8's and knock back is changed to automatic 5 ft. and on a failed save 15 ft. 

Holy Bomb

You can make bombs that harness the power of radiant damage. 1D4 + Int Mod, 5 Ft. radius, 

if this is used against undead, or fiends the damage changes to 

2d6 + int Mod this damage scales with your normal damage to 6th level 3d6, 10th level 4d6, 15th level 5d6, 20th level 6d6

 

Unstable modification: Turns all damage into d8 and Blinds all targets until the start of their next turn
Unstable modification Undead/ Fiends:  all damage into D10's, additionally they must make a Constitution Save DC = 10 + The difference between your rouge level and their CR . If they are higher level subtract from the DC, if the DC drops below 5 it does not have to make it. On a failed save the Undead is destroyed outright, if it is a Fiend they are returned to their natural realm. 

Ice Bomb

When using this bomb if has to area affects. 

1. 3D4 + Int Mod Cold and Piercing Damage, as the bomb explodes 1 In. Ice spikes impales everything in a 5 Ft. Area 
2. The Ground in a 15 ft. Area becomes solid Ice for 2 rounds. Any creatures that start their turn on the Ice must make a Dexterity Saving throw of become prone

 

Unstable Modification: The damage uses D8's and the Ice spikes area increases to 15ft. 

Jubilee

You can now create a bomb when it explodes creates a prismatic display of lights and explosions. The explosion creates Color patterns in the air in a 25 foot sphere, all creatures that see the colors must make a Wisdom Saving throw, on a failed save the target becomes incapacitated. Any damage to affected targets breaks the affect, the bombs have no affect on blind targets. 

 

Unstable Modification: Any that fail the save by 5 or more become [condition]charmed]/condition] and will fight for you for 1 round + to your intelligence modifier or until they take half their current Hit points in damage. 

Poison Bomb

you are now able to create poison type explosives, there are many types of poisons so only contact poisons will work for these bombs. You should discuss with your DM if you would like to use a different type of poison. For example Carrion Crawler Mucus Poison would still deal the same amount of damage would not only add the [Tooltip Not Found] but it would if the target failed its saving throw add the paralyzed. The standard poison bombs have a affect a 10 foot radius, deal 1D4 + Intelligence Modifier, and applies [Tooltip Not Found] 

 

Unstable Modification: damage is d8's, and the targets are automatically Poisoned till the end of their next turn. This is regardless of their saving throw

Smoke Bomb

When you use the smoke bombs every one in a 5 Ft. radius are momentarily turned invisible. You and anyone obscured by the smoke for 2 rounds turn  invisible

 

Unstable modification: The smoke creates a chocking hazard and deals your rouge level in automatic damage to all creatures that you view as an enemy

Web Bomb

You can now bottle spell like effects, it fills a 10 ft. cube, the webs are difficult terrain and lightly obscure the area. Target(s) must make a Dexterity Saving throw or be caught in the webs and are restrained. On the creatures turn if they are caught in the webs they may take an action to make a strength Save vs your Bomb DC. 

 

Unstable Modification: The webs are now iron webs, any failing their saving throw takes 15 Piercing damage, and increase the DC by 5 of all saves 

Unstable Modifictaion

Starting at 3rd level, you no longer have your rouges sneak attack ability instead when ever you use your bombs you have a choice to try and modify your bombs. To do this you must roll a D6 on a 5 or 6 your bombs benefit from the Unstable Modification perk listed with the description of each bomb.  

Controlled Destruction

 Starting at 9th Level, you are able to use force of will or bend the fabric of the magical weave, subtle engineering, and or deft  handling of explosive material to cause the blast of your bombs to leave certain areas unscathed. When using your bombs and they explode or detonate you may select a number of 5 foot spaces equal to your Intelligence Modifier with in the bombs area of affect (not including the point of impact). The effects of the bombs area of effect ignore the selected spaces and any creature within them. 

This feature also applies to all of the Shaped Charge features area of effects options as well. 

Shaped Charge

Starting at 13th level, you are now able to manipulate your bombs to change shape of their blast area and turning them into hand held weapons. when using your bombs instead of throwing the bombs you may choose to to detonate it in a 15 foot cone in from your location. All creatures within the area of effect are treated as though they are within the bombs's normal area of effect (and should make the appropriate saving throw where applicable). This can not be affected by Unstable Modification. 

Alternatively, you may choose to set the bomb in a location and give it a delayed blast or can create a line effect that originates from the point it is at and extends 40 ft. To do this you must extend a spell slot of 2nd level or lower. 

  • 2nd level Spell Slot the bomb goes off when you want it using your reaction allowing the bomb to explode
  • 1st Level spell slot the bomb has a 1 round delay 

Overcharged Blast

Starting at 17th level, You have combined the technology of science, Alchemy, and magic to devastating results. When one of your bombs deals damage, as a Reaction you may use a 3rd or 4th level spell slot to infuse your bombs, this results in the bombs dealing maximum damage rather than rolling for damage. Also, any creatures in the area of effect have disadvantage to all relevant saving throws.

Additionally, the bombs area of effect increase by an additional 10 foot space. If using the Shaped Charged feature to modify this bombs area of effect, you may increase the cone size by 10 feet, or you may increase the line length by 40 feet.  

Previous Versions

Name Date Modified Views Adds Version Actions
4/7/2020 3:54:33 PM
393
13
1.0
Coming Soon

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