Fighter
Base Class: Fighter

The Halflings are either a blessing or a curse to most societies, thanks in part to their Brawler faction - ruthless tactical killing machines who stir trouble for anyone who messes with the wrong halfling family. Limited by their stature of mere 3 feet, the Brawler faction make up for their shortcomings with tactics, wit, and an uncanny knack for using their fighting environment to their benefit.

The Tattaliano's in Hermesanda have perfected the art of concocting explosives and deploying these in various scenarios to cause mayhem.

Tactical Brawler

Starting when you choose this archetype at 3rd level, you gain proficiency with thrown weapons, improvised weapons and unarmed strikes, and they are enhanced as follows:

  • Your unarmed strike uses 1d6 for damage, and you add your Intelligence modifier to the damage and to-hit rolls. You gain a +1 bonus to AC and 1d8 damage to unarmed strikes while you aren't wielding any weapons or heavy armor. 
  • When you hit a creature with an unarmed strike, improvised weapon or a bomb on your turn, you can use a bonus action to attempt to grapple the target.
  • You are proficient with improvised weapons, and can interact with the environment as part of your attack. The creativity and viability of an improvised weapon determines the damage die from 1d6 to 2d12. When you roll Initiative, you may also roll an Investigation check to analyze the environment for improvised weapons. The range of your thrown improvised weapons increases to 50 feet and their long range increases to 100 feet, and you can use your Intelligence modifier instead of Strength for to-hit and damage rolls.
  • You have the two-weapon, thrown weapon and unarmed fighting styles, and are not required to wield a shield for other fighting styles.
  • You have the Tavern Brawler and Grappler feats.

Bombmaker

When you choose this archetype at 3rd level, you learn to perform powerful trick shots to disable or damage your opponents using your firearms.

Bomb formulas. You learn three bomb formulas of your choice, which are detailed under “Bomb Formulas” below. After a long rest, you can prepare a number of bomb formulas equal to your class level, and retrieve these from your Bag of Mischief. Different bomb formulas can harm, debilitate or confuse a group of enemies, others can aid allies. 

Bomb uses. Your Bag of Mischief can hold a number of bombs equal to your Intelligence modifier (minimum of 1). You regain 1 expended bomb each time you roll a 20 on the d20 roll for an attack. You can spend 30 minutes during a short or long rest to regain all expended bombs.

Throwing bombs. You can use an action to retrieve a Bomb of your choice and throw it up to a range of 50 feet, some lighter bombs have a range of 100 feet. You can choose to either detonate the bombs on impact, or arming them to delay the blast. Within the next 10 minutes, you can use your reaction to blow the desired bomb with a secret codeword, as long as you're within 150 feet.

Saving Throws. Most of your Bombs require your targets to make a saving throw to resist the their effects or damage. The saving throw DC is calculated as follows:

Bomb save DC = 8 + your proficiency bonus + your Intellgence modifier

Brawler spells

You have access to a list of cantrips and spells that have been passed down through your family for centuries. You cast these spells with your Intelligence modifier. 

Fire in the Hole

When you reach 5th level, you can use a reaction to warn your allies about the impact of your bomb, allowing them to avoid their harmful effect. Cannot be used along with the reaction used to detonate an armed bomb.

Spellcasting

Using your Intelligence modifier.

Bomb expert

All your bombs deal 1d8 more damage. 

When you use your action to attack, you can throw one of your bombs in place of one of those attacks.

You are immune to the effects of your bombs. 

 

Triple Threat

When you use your action to attack with an unarmed strike and throw a bomb, you may attack with an improvised weapon as a bonus action.

You've become even quicker to interact with the battlefield. 

Bomb Extraordinaire

Starting at 15th level, when you roll initiative and have no bombs remaining, you regain 3 bombs.

Your allies are now immune to the damage and negative effects of your bombs.

Demolition expert

You can prepare 10 bombs per short rest, and you  can throw a bomb as a bonus action.

Bomb Formulas

These bomb formulas are presented in alphabetical order.

Firebomb

Each creature in a 15-foot-radius sphere centered on the detonation must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one. A creature made of wood or doused in oil or other flammables has disadvantage on this saving throw. 

Flashbang bomb

Creatures in a 15 foot radius must make a Constitution save or be blinded and/or deafened. The creature can make another constitution save at the beginning of their turn.

Grease bomb

Everything in a 50 foot radius is covered in a thin layer of flammable oil, and a creature in the blast zone or that starts its turn in the area must make a successful Dexterity Saving throw or fall prone. The area is considered difficult terrain.

Lethargic bomb

Each creature in a 15-foot-radius sphere centered on the detonation must make a Strength saving throw. A creature who fails the save gets one point of exhaustion. 

Poisonous bomb

Creatures in a 15 foot radius inhale a poisonous green gas, and must make a Con save or become poisoned. They take 1d8 poison damage at the start of their turn, and make another Constitution saving throw at the end of their turn to end the effect.

Retarding bomb

Creatures within a 15 feet radius inhale a befuddling gas. They must succeed on a Wisdom saving throw or suffer the following effects: Their speed is halved, they take a −2 penalty to AC and Dexterity saving throws, and can’t use reactions. On their turn, they can use either an action or a bonus action, not both, and can't make more than one melee or ranged attack on its turn. A creature affected by this bomb make another Wisdom saving throw at the beginning of its turn. On a successful save, the effect ends for it.

Sticky bomb

A 15 foot radius fills with thick, sticky gooey web. The webs attach between two solid masses (such as walls or trees) or is layered across a floor, wall, or ceiling with a depth of 5 feet, The web is thus difficult terrain and lightly obscures their area.

Each creature that starts its turn in the web or enters it must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the web or until it breaks free.
A creature restrained by the goo can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained.

The web evaporates in 10 minutes.

Thunder bomb

The bomb emits thunderous force. Each creature in a 15-foot sphere must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is either pushed 10 feet away from the blast, or are knocked prone. On a successful save, the creature takes half as much damage and isn’t pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away and the spell emits a thunderous boom audible out to 300 feet.

Vitality bomb

When this bomb detonates, it grants 3d8 temporary hitpoints to all creatures within a 15 foot radius.

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