Base Class: Rogue
TBD
Bonus Proficiencies
When you choose this archetype at 3rd level, you gain proficiency with tinker tools, and improvised weapons..
Improvisation
Improvised explosives count as improvised weapons, you may also use them for your sneak attacks. You may craft one per short rest or three per long rest.
Rocket - Ranged weapon (60/150ft), Deals 4d6 fire damage or half as much with a successful Dexterity save.
Flash Bang - Range (30/60), All creatures within a 30ft cube must make a Constitution save or be blind and deaf for 1d6 rounds.
Mine - Range 5ft, As a bonus action you may place a mine, mines detonate when a creature enters it's space or when damaged. The creature will take 6d6 fire damage or half as much on a dex save.
Trip wire - Range self (total length 60ft), As a bonus action you may begin placing a trip wire on any solid surface, the wire follows the path you move until you use an action or bonus action to end it. Any creature must make a Dex save to cross the line or fall prone on the immediate other side of it and lose any remaining movement.
Bigger bag of tricks
You may make one additional improvised weapon per rest. Additionally you gain additional options.
Smoke bombs - Thrown (30/60), Creates a 30 cube of toxic smoke that blocks sight and requires a con save or creatures within cant take reactions for the duration and take sneak damage each turn (10min).
Bear trap - Range 5ft, As a bonus action you may place a beat trap next to you, it triggers when a creature enters its space. The creature must make a Strength check or be restrained until they pass as an action.
Grapple hook - Range (30/80) if attack, This is a one time use improvised weapon that can be used to rapid traverse terrain if used as such, or can be used to attack a target you can see dealing 3d6 piercing damage and they are pulled half the distance towards you if they fail a strength save.
Plan B
At 13th level, You may craft the following improvised items.
Bail out vest - As a reaction you may activate this item, you are rapidly moved 60ft in a straight line in a direction of your choice. Creatures adjacent to you when you activate this item must make a Dex save or take 5d5 fire damage. You must move the full distance, if an object blocks your path you hit it and stop taking 3d6 bludgeoning damage.
Lighting glove - Range touch, you touch a creature and deal 4d12 lighting damage or half as much on a Con save. If they fail they are also paralyzed for 1d4 rounds.
Hail Mary
Starting at 17th level, You may craft and have one mortar at a time. As an action you may activate it, four projectile are launch in the general area of a target creature. All creatures in the effected area must succeed a dex save per mortar or take 5d8 fire damage.
The mortars impact area is determined randomly based on target creature of location. Range (150ft), 1d4 to determine direction from target (forward, left, right back), 1d12 to determine distance from target (1 per square from the target). Each mortar is a 30ft cube.
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