Base Class: Rogue
As a demolitionist you have dediced your life to figuring out how to blow up everything. You've studied how to create explosions of varying degrees, from large destructive explosions to tiny precise explosions. Who needs a lock pick to open a door when you can blow the hinges off of it. Who needs training in the art of stealth when you can rig a huge explosion far away to pull all the guards attention towards the opposite direction.
Bonus Proficiencies
When you choose this archetype at 3rd level, you gain proficiency with the tinkerers tools. and pottery tools.
Problem Solver
Starting at 3rd level, explosions solve so many problems, you learn how to make the following explosives for whatever problem crosses your path. Creating these explosives costs resources however, during a long rest you can create a number of these equal to your proficiency modifier rounded down for free. Additional explosives cost 100 gold pieces worth of materials, tinkerers tools and pottery tools to create excluding the cherry bomb which can be made with no cost. You can only have a number of large explosives on your person equal to your proficiency modifier at one time. Additionally you can spend multiple long rests and intelligence checks (pottery tools or tinkerers tools depending) to create the plans for a new explosive. The DC of the check and mechanics associated with the new explosive is determined by the DM along with how long it takes you to be able to finish your plans. Some other tools may be required for making these explosives depending on the desired outcome of the explosive, Example: a poisoners kit would be required to develop and create a gas bomb. Reference existing spells and the explosives listed below to determine the damage and effects.
1. Cherry Bomb: The staple of every demolitionist rogue, the cherry bomb will be your go to means for dealing consistent damage to your enemies. The cherry bomb deals 2d4 force damage and pushes the target of the attack 5ft away from you if the target is large or smaller with a Str score of 19 or lower. Additionally the cherry bomb is considered a thrown light weapon with a range of 20/60 feet. The cherry bomb uses your sneak attack when applicable.
2. Grenade: A grenade creates a large explosion dealing solid damage and lasting effects to creatures within close proximity to where the grenade lands. You can throw the grenade with accuracy up to 60 ft and the blast area is a 10 ft radius-sphere. Every creature within the radius must make a Dexterity Saving throw against your Demolitionist Save (8 + proficiency + Dexterity) or take 3d8 Thunder damage and be deafened until the beginning of your next turn. The creatures take half damage on a successful save.
3. Foot Mine: The foot mine is the perfect tool for an ambush or defensive stand. You can spend 1 minute setting up and hiding your foot mine in any terrain you find yourself in. To do so make a Disguise check to hide your mine, some terrains like dungeon stone floors give you disadvantage on the check while some like a castles polished marble floor gives you disadvantage and a -10 to your check. A creature looking for traps must make an investigation check equal to or greater than your disguise check to spot the trap. The foot mine takes up a 5 ft square and can easily be stepped over if noticed. Once triggered the trap deal catastrophic damage to a large area. Every creature in a 30 ft radius must make a Dexterity Saving throw against your Demolitionist Save (8 + proficiency + dexterity) or take 8d6 thunder damage and be flung 20 ft away from the explosions center landing prone. On a success the creature takes only half damage and isn't moved.
4. Breach: The perfect tool for opening anything safely and without destroying the contents inside unless that's the creators goal. There are two different kinds of Breaches that you can decide to make during the long rest that you create it. you're first option is called a gentle breach, this small and precise explosion is perfect for cracking open locks of all types. It costs one action to place the gentle breach inside the lock of choice, upon doing so make a Tinkerer's tool check. If the check matches or exceeds the DC for the lock it unlocks the object by destroying the lock keeping everything inside the container or behind the door safe, if the gentle breach fails it gives any Lockpick check against the object advantage. The other option is a destructive breach, this large explosive can be fashioned to any door, chest or wall you want to bust open. You can spend an action to fashion the destructive breach to the object of your choice. Once applied the breach will detonate within 1 minute of being placed on the object creating a devastating blast after said minute. The destructive breach deals 8d6 thunder damage (double damage on objects as it has the siege property) and propels the explosion to whatever is on the other side of whatever you're exploding. Any creature within 10 ft of the object you're breaching must make a Dexterity saving throw against your demolitionist save (8 + proficiency + dexterity) taking half of the damage rolled and is knocked prone on a failed save. The creatures take no damage but are still knocked prone on a successful save.
5. Wired Bomb: This bomb is a simple explosive connected to a pointy object such as a dagger or a dart. To trigger the bomb the wire tied to it must be yanked from the explosive, detonating the explosive causing massive damage and extra effects (depending on where the object was lodged) to the target. This explosive acts as a finesse weapon with a range of 20 ft. If the target is hit by the attack they are now connected to you by a 20ft cord until the bomb is removed with an action. If the 20 ft range is exceeded by either you or the creature attacked the pin is pulled and the bomb explodes. When the bomb explodes the creature must make a Dexterity Saving throw (8 + proficiency + dexterity). on a failed save the creature takes 3d8 force damage and is knocked prone or disarmed of one item your choice. (the effect depends on where the creature is hit which must be called out when the attack is initially made.
Chain Reaction
At 9th level you've learned about the power of shrapnel and how to create explosives that somewhat control this side effect of an explosion. When you hit a creature with an explosion roll the damage as normal, for every dice that is the max value on the die creates one piece of shrapnel that strikes a creature of your choice within 10 feet of the initial explosion that wasn't damaged by the explosion. A piece of shrapnel deals 1 die of the damage of the explosive that it came from. If the shrapnel is also the max value on the damage die it continues to deal damage to nearby creatures within 10 feet of the shrapnel's impact point until the max number is no longer rolled or you decide to stop the shrapnel.
Explosion Savant
Once you reach 13th level your vast knowledge and hands on experience with explosives has led you to create even nastier explosions. Your explosives become enhanced dealing extra effects detailed below.
1. The cherry bomb now deals 3d4 Force damage and the pushing property now effects creatures of all sizes and strength. If the creature is larger than large or has a Strength score higher than 19 they make a strength saving throw against the push against your demolitionist save.
2. Grenade: You're able to pack more oomf into one grenade. The grenade now has a 20ft sphere radius and deals 5d8 thunder damage. Additionally you can give your allies a heads up allowing them to make the save against the grenade with advantage taking half damage on a fail and no damage on a success. A failed save still deafens you're allies however.
3. Foot Mine: You've decided that your previous design for the foot mine was much to obvious and bulky with not as much limb removal as you initially imagined with the design. The foot mine is now easier to hide with terrain such as stone no longer giving you disadvantage to hide the mine and terrain such as polished tile no longer giving you a -10 penalty to hiding the mine. Additionally the mine now deals 10d6 thunder damage.
4. Breach: You love both your breaches just the way they are but honestly they can pack a little more punch. When using a gentle breach it can now blow open simple locks without a skill check (DC 15 or lower locks) and any lock tougher than a simple lock is easier to open giving you advantage on your skill check to open them. The destructive breach now deals 10d6 thunder damage and creatures on the other side of the object take full damage from the explosion on a failed save and half on a success.
Learning Opportunity
You're comfort around explosions has increased giving you added benefits against your own explosions and similar effects. Additionally at 13th level you have perfected the ability to turn a bad situation into one which benefits you. When you are subjected to an effect that allows you to make a Dexterity saving throw you can spend your reaction to study the effect while you're undergoing it. If you do so the next time you deal damage to a creature using one of your explosives you can deal an extra 2d8 damage of the effect you collected this ability from. You can use this reaction an amount of times per your proficiency modifier. You gain back all uses per a long rest.
Look Away
When you reach 17th level you know your explosions are awesome and you've learned that not looking at them makes you pretty cool. When you use your action to use an explosive you can spend your bonus action to look away making the dice rolled for the explosion to become "explosive dice". "Explosive dice" work as follows, whenever an "explosive dice" rolls the max value on the dice an additional damage dice is rolled. Only the original dice rolled can "explode" however. Additional dice rolled using this feature do not create shrapnel and only original explosive damage can create shrapnel.
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