Base Class: Fighter
You start to love mass destruction and become the crazy person in your party.
Improved Proficiency
Starting when you choose this archetype at the 3rd level, you gain proficiency with Tinkering tools and thrown weapons.
Grenadier
Upon choosing this archetype at the 3rd level, you gain proficiency with Bombs. You may use this proficiency and tinkerers tools to craft bombs at three quarter's cost, or draft and create new ones (DM’s discretion). Some extremely experimental and intricate bombs are only available through crafting.
Bomb Properties
Bombs are thrown weapons and take 1 turn to explode. You can extend the time it takes for a bomb to explode by adding a longer fuze. You can also bundle the bomb to create a bigger bomb. When you bundle you add 1 damage dice per bomb. It takes a bouns action per bomb.
Duds. Whenever you make an attack roll with a bomb, and the original dice roll is equal to or lower than the bomb’s Dud score, the bomb doesn’t explode. You can later collect the thrown bomb and fix it. Repairs take 1 hour. To repair your bomb you must make a successful Tinker’s Tools check (DC equal to 8 + Dud score) and an investigation check. If your tinker’s check fails, the bomb is faulty and must be mended at a quarter of the cost of the bomb. If your investigation check fails the bomb explodes in your face. Creatures who use a bomb without being proficient increase the weapon’s Dud score by 1.
Saving throws: All creatures within the specified area of effect must succeed in a DC 15 DEX saving throw
Bombs
| Name | Cost | Area of Effect | Damage | Weight | Range | Dud score |
|---|---|---|---|---|---|---|
| Dynamite | 30g | 5ft | 3d6 | 1lb | 10-60ft | 3 |
| Grenade | 30g | 10ft |
2d6 |
1lb | 10-100ft | 3 |
| Landmine | 100g | 30ft | 2d12 | 5lb | placement | 6 |
| iron ball | 100g | 30ft | 2d12 | 8lb | 20ft | 5 |
| Holy hand grenade | 300g | 50ft | 4d8 | 5lb | 15-60ft | 10 |
| Firework | 20g | 10ft | 1d6 | .5lb | 300ft | 2 |
Tactical bomber
When you make it to the 3rd level, you learn to make tactical grenades to disable or implement status effects to your opponents.
Tactical grenades. You can make 2 of these bombs at a time. Many of these bombs disable your enemy in some way. It takes an hour to make each bomb and it is an action to use until later levels. These bombs explode on the end of your turn
You can make an additional grenade of your choice at 7th, 10th, 15th, and 18th level. Each time you learn to make a new grenade, you can also replace one grenade you know with a different one.
Flashbang. Each creature within a 10ft radius must succeed in a DC 12 WIS saving throw or be blinded for 1 minute.
Tear gas. Each creature within a 20 ft radius must succeed in a DC 12 CON saving throw or have disadvantage on all attack rolls for one minute.
Concussive blast. Each creature in a 10ft radius must succeed in a DC 12 CON saving throw or be deafened for 1 minute.
Smoke grenade. The grenade casts fog.
Stun grenade. Each creature within a 10ft radius must succeed in a DC 12 CON saving throw or be stunned for 1 turn.
Impact grenade. Its a normal grenade but it explodes when it hits.
Sticky grenade. A grenade that sticks to anything. Any creature that is stuck to the grenade must succeed in a DC 12 STR saving throw to pry it off.
Shockwave Grenade. Each creature within a 10 ft radius must succeed in a DC 12 DEX saving throw or be knocked back 10ft and be disarmed.
Incinerator Grenade. Each creature within a 10 ft radius must succeed a DC 12 Dexterity saving throw or take 2d6 fire damage. On a successful save the creature takes half damage.
Quick fix
When you reach the 7th level, you can repair dud bombs as a bonus action and use them again.
Shopping expert
Upon reaching the 7th level you can pick out cheaper materials for your bombs. Your bombs cost half of the original cost.
short fuze
Upon reaching the 10th level, your bombs explode at the end of your turn instead of at the end of the next creature's turn
Improved critical
At 15th level, your bomb attacks score a critical hit on a roll of 18-20.
Critical shock
Upon reaching the 18th level, whenever you score a critical hit on an attack with a bomb, the target additionally suffers half of the damage from the attack at the end of its next turn.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
3/28/2020 4:58:32 PM
|
15
|
1
|
1
|
Coming Soon
|
|
|
3/29/2020 3:27:20 PM
|
25
|
1
|
1a
|
Coming Soon
|
|
|
4/23/2020 11:32:26 PM
|
64
|
1
|
--
|
Coming Soon
|
|
|
4/28/2020 2:39:13 PM
|
77
|
1
|
--
|
Coming Soon
|
|
|
10/29/2020 12:46:45 PM
|
240
|
18
|
--
|
Coming Soon
|







-
View User Profile
-
Send Message
Posted Feb 25, 2021Sounds like fun, though I personally feel that the Improved Critical is a <wee> bit over powered. How about you nerf it to 19-20 instead of 18-20?