Rune Space Demolitionist (5e Class)
A halfling summons a small round object and places it on the floor in a doorway as four orcs come rushing at her, a grim smile on her face as she nimbly steps back to distance herself from her foes.
A mountain dwarf stands before the terrifying visage of a blue dragon, hurling a storm of spiked projectiles at it as it prepares to unleash its deadly lightning breath at him.
A human studies the hinges of a door, preparing the last bit of chemical adhesive he has made in order to attach a small device to the door and telling his cohorts to step back.
Like their non-magical colleagues, Rune Space Demolitionists specialize in using destructive forces to blow apart enemies and environment alike, differencing only in the delivery system, from the pocket dimension where they store their tools of destruction to their runed hands, and a few magical aspects. Demolitionists in general are not very subtle, but don’t mind getting their hands dirty in order to find the quickest and easiest way to overcome obstacles, making them both a friend and foil to the rogue.
Versatile Abilities[edit]
Commonly, demolitionists of all types see the world as a destructible environment, and usually resolve that use of this knowledge can be helpful for both combat and exploration. They focus on readying themselves for a fight, but train themselves to be able to blow through traps and barriers skillfully.
When faced with combat, demolitionists tend to prefer attacking at range. Throwing things is what they do best, and the handiness of weapons that can be thrown or used in close quarters appeal to them. More often than not, however, a demolitionist uses Explosives to specify a target and wear down the enemies around it with a blast of shrapnel.
A Time and Place for Everything[edit]
Outside of dungeons, there aren’t too many settlements where making things explode is considered a useful profession. Most demolitionists make themselves at home in areas where there are plenty of miners who need help clearing new paths through their quarries. Some others gather where settlements are just beginning to take place, offering their services for the purpose of clearing the land of obstacles or monsters. A few demolitionists use their expertise for more nefarious means, joining thieves’ guilds and other pockets of organized crime and using their Explosives to cause distractions, force their way to their targets and create entry points or exits.
Demolitionists become adventurers for many reasons. An adventuring demolitionist might simply have been hired by the party for his... unusual talents, while another might feel that the open world, with it's rolling plains, lush forests, sturdy mountains and dangerous dungeons, is a place with more freedom for their destructive profession than any city or town, where their skills would be more of a nuisance than a helpful element.
Creating a Demolitionist[edit]
As you make your demolitionist character, think about the character’s view of the world. Are you tired of the monotony of the mining life? Do you put yourself out for hire, in hopes of finding new places and blowing those places up? Do you have a personal conviction to use a neutral, destructive force to create good? Is your drive to experience the world born of curiosity, or something a little darker?
What sort of event caused you to seek the adventuring life? Maybe a mining accident left you scarred and wanting escape. Did a benefactor hire you for a job that you simply couldn’t resist? Perhaps your mentor decided that you were ready to make your own way in life, sending you out to make your own living. Did the unexpected result of an explosion give you a sudden burst of insight into other uses for your talent? Or maybe you formed a bond with a stranger—another member of your adventuring party perhaps—who saw great potential in the way you do things, and you were invited to a life of danger, mystery, and treasure.
Also, consider how did you come across the magical elements that infused you with your magical abilities? Was it a magic ritual gone wrong? Did you encounter an ancient artifact in a mine? Was the supplies loaded of the harbour a bit more expensive than the merchants had realized? Was it that one old stranger in a grey hat with fantastic fireworks?
Quick Build[edit]
You can make a demolitionist quickly by following these suggestions. First, choose Strength, Dexterity, or Intelligence to be your highest ability score. Strength is helpful for throwing Explosives effectively, and more beneficial if you are planning to use medium armor. Dexterity is useful if you prefer to use light armor and prefer accuracy, and Intelligence is good if you want to make it harder for targets to avoid the devastating shrapnel of your explosions. Make one of the other two ability scores your second highest, or make Wisdom your second highest score if you plan to make the most of the Spec of the Warrior class option. Second, choose the guild artisan background, focusing on masonry or woodwork.
Class Features[edit]
Class Features
As a Rune Space Demolitionist you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Rune Space Demolitionist level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Rune Space Demolitionist level after 1st
- Proficiencies
Armor: Light armor, medium armor
Weapons: Explosives, daggers, darts, handaxes, javelins, light crossbows, morningstars, quarterstaffs, spears
Tools: Explosive kit, Alchemist's supplies
Saving Throws: Dexterity, Intelligence
Skills: Choose two from Acrobatics, Athletics, Insight, Intimidation, Perception, and Survival
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) scale mail and 5 javelins or (b) leather armor, a light crossbow, and case of 20 bolts
- (a) a spear or (b) a morningstar
- (a) a burglar's pack or (b) an explorer's pack
- 8 Explosives + 2(IM), your Explosive kit, and alchemist's supplies
Level | Proficiency Bonus |
Explosives | Damage | Features |
---|---|---|---|---|
1st | +2 | 8 + IM 2 | 2d6 | Tools of the Trade, Rune Hands, Controlled Blast |
2nd | +2 | 8 + IM 2 | 2d6 | Versatile Explosive, Duck and Cover |
3rd | +2 | 8 + IM 2 | 2d6 | Font of Demolition, Smoke Bomb |
4th | +2 | 8 + IM 2 | 2d6 | Ability Score Improvement |
5th | +3 | 10 + IM 4 | 3d6 | Flashbang (one use) |
6th | +3 | 10 + IM 4 | 3d6 | Satchel Charge, Versatile Explosive option |
7th | +3 | 10 + IM 4 | 3d6 | Font of Demolition feature |
8th | +3 | 10 + IM 4 | 3d6 | Ability Score Improvement |
9th | +4 | 10 + IM 4 | 3d6 | Flashbang (two uses) |
10th | +4 | 10 + IM 4 | 3d6 | Ability Score Improvement |
11th | +4 | 12 + IM 6 | 4d6 | Font of Demolition feature |
12th | +4 | 12 + IM 6 | 4d6 | Ability Score Improvement |
13th | +5 | 12 + IM 6 | 4d6 | Flashbang (three uses) |
14th | +5 | 12 + IM 6 | 4d6 | Versatile Explosive option |
15th | +5 | 12 + IM 6 | 4d6 | Font of Demolition feature |
16th | +5 | 12 + IM 6 | 4d6 | Ability Score Improvement |
17th | +6 | 14 + IM 8 | 5d6 | Flashbang (four uses) |
18th | +6 | 14 + IM 8 | 5d6 | Master Dungeoneer |
19th | +6 | 14 + IM 8 | 5d6 | Ability Score Improvement |
20th | +6 | 14 + IM 8 | 5d6 | Demolitions Expert |
Tools of the Trade[edit]
Beginning at 1st level, you have developed a way to utilize blackpowder to create small Explosives that are an effective means of combat. You are proficient with Explosives, which are complex ranged weapons that weigh 1/2 pound and have the thrown property with a range of 20/60. On a hit, the Explosive deals 2d6 fire damage. Hit or miss, each creature within 5 feet of the target, including the target, must succeed on a Dexterity saving throw or take 2d4 piercing damage from the shrapnel. The DC for the saving throw equals 8 + your Intelligence modifier + your proficiency bonus.
You must spend at least 30 minutes during a rest to make an amount of Explosives equal to your class level's designated amount using alchemist’s supplies and your Explosive kit, which is a leather box containing the specialized ingredients that you have perfected through your studies.
The Explosives lose potency after 24 hours, due to the different components settling, but storing them inside your Rune Space solves this problem, as the timeless nature of pocket dimensions slows any eventual breakdown of ingredients to a halt. The fire and piercing damage of the Explosives, as well as the number of Explosives you can make during a long rest, increase as you gain demolitionist levels, as shown on the Damage and Explosives columns of the Demolitionist table above.
Rune Hands[edit]
At 1st level, the palms of your hands up to your fingers are engraved with specialized, tattoo-like magic runes, enabling you to send Explosive bombs, similar destructive equipment, and small to medium items to your own personal pocket dimension. This includes the Explosive kit and alchemist's supplies, commonly called Rune Space, and from there, summon them directly to your hands. The process of transferring Explosives to and from the Rune Space takes 1 action during combat.
Due to the magic nature of the runes on your hands, you can remotely activate any Explosive you've Imbued (IM) with rune magic. The amount of Explosives you can Imbue increase as you gain demolitionist levels, as shown on the Explosives column of the Demolitionist table above.
How, where and when you received these runes are up to you and your DM.
Controlled Blast[edit]
Also at 1st level, you know how to place small Explosives in such a way that you can manipulate the environment around you without causing too much calamity. You can spend 5 minutes to study an object or area of an object no larger than 1 foot on any side (a lock on a door, the lid of a small chest, a set of bars on a window, etc.), granting you insight into the weak points of that object or area. You can then use one of your smaller Explosives to destroy that object or area of an object without causing any damage to surrounding objects or creatures.
The small Explosives used for this feature does not count against the number of Explosives you can normally make. You can use this feature twice, regaining any expended uses when you finish a short or long rest.
Versatile Explosive[edit]
By 2nd level, you learn ways to modify the way you craft your Explosives, giving them special properties. Choose an option from the list detailed at the end of the class description. When you craft Explosives during a long rest, you can choose to substitute your normal materials for the options you have chosen. An Explosive can only be modified by one option at a time. If you choose to substitute a material, you can make that substitution for up to half of the Explosives crafted during that long rest.
You gain a new option when you reach 6th level, and again at 14th level. When you gain a level in this class, you can also replace an option you have with a different one.
Duck and Cover[edit]
Also at 2nd level, your time around your own Explosives has made you adept at knowing when and how to avoid getting hurt by the blasts. When you are subjected to a saving throw by the effect of one of your explosives, you can choose to automatically succeed on the saving throw, and if you do, you take no damage if you would normally take half damage on a successful save.
Specs of Demolition[edit]
At 3rd level, you adopt a particular style of your trade that more closely defines the way you handle combat. Choose Spec of the Spellslinger, Spec of the Warrior, or Spec of the Engineer, each of which are detailed at the end of this class description. The spec you choose grants you features at 3rd level and again at 7th, 11th, and 15th level.
Smoke Bomb[edit]
Also at 3rd level, you learn how to use spare components from your Explosive kit to create devices which utilize thick smoke and are effective at causing distractions, allowing you to make a quick getaway. You can make two of these devices when you make Explosives during a long rest, or by spending at least 10 minutes during a short rest. You can only have two Smoke Bombs made at a time, but when crafted, during a long rest, 1 or more Smoke Bombs does not count against the number of Explosives you can normally make.
You can throw down a smoke bomb as a reaction. When thrown, a smoke bomb creates an area of thick smoke in a 10-foot radius sphere that spreads around corners. The area the smoke covers is heavily obscured, and lasts for 1 minute, or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
Ability Score Improvement[edit]
When you reach 4th level, and again at 8th, 10th, 12th, 16th and 19th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Extra Attack[edit]
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Flashbang[edit]
Also at 5th level, you gain the ability to create special Explosives that produce a small blast of light and sound. You can create one of these Explosives when you craft Explosives during a long rest, or by spending at least 10 minutes during a short rest. When crafted during a long rest, a flashbang does not count against the number of Explosives you can normally make. Only 1 Flashbang can be made at a time, due to the flashbang being made of spare components.
You can use a flashbang as a reaction when you are targeted by an attack from a creature within 30 feet of you. When you use a flashbang, make a ranged weapon attack, as you would with any Explosive. On a hit, the creature has disadvantage on the triggering attack roll. Hit or miss, the target and any creatures within 5 feet of the target must succeed on a Constitution saving throw. On a failed save, a creature is blinded and deafened until the start of its next turn. The explosion also creates a loud bang that can be heard from 300 unhindered feet away. You must have a free hand in order to use a flashbang.
The number of flashbangs you can make increases at 9th level, and again at 13th and 17th level, as shown on the Demolitionist table.
Satchel Charge[edit]
By 6th level, you have learned to utilize Explosive material in a way that allows for stacks of material to be bound together for larger and more damaging explosions. Satchel Charge are best used with the Sticky Versatile Explosive option, for safe (for you) structural collapse of buildings and structures, or as a means to block of exits and break through walls. On a direct enemy hit, the Explosive deals 3d6 fire damage. Hit or miss, each creature within 15 feet of the target, including the target, must succeed on a Dexterity saving throw or take 3d4 piercing damage from the shrapnel.
On a direct structural hit, commonly guaranteed by the Sticky Versatile Explosive option, the structure or a specified part of the structure either takes damage (4d4) per use until it collapses or collapses immediately; Refer to your DM. The Satchel Charge takes up 2 Explosives spots of your current class level's maximum Explosives you can carry. Example; 8 Explosives, no Satchel Charge. 6 Explosives, 1 Satchel Charge. 4 Explosives, 2 Satchel Charges.
The DC for the saving throw equals your spell dc (8+proficiency+int) . The fire and piercing damage of this Explosive increase as you gain demolitionist levels, by adding +1d4 to the Satchel Charge's damage with every natural increase in d6s to normal Explosives, according to the Demolitionist table.
Master Dungeoneer[edit]
By 18th level, you have become so educated in the ways of architecture and tactical layout that you are able to discern the details of a structure with uncanny accuracy. You can spend 1 hour studying the perimeter of a building to create a passable map of the inside, so long as you can see any floors that you are trying to map. Additionally, you experience with traps allows you or any friendly creatures to gain a bonus to any check made to find traps equal to your Intelligence modifier.
Demolitions Expert[edit]
By 20th level, you have perfected your art, in both efficiency and effectiveness. You can spend 30 minutes during a short or long rest to create Explosives. You can also use a Versatile Explosive option on any number of Explosives you make.
Additionally, you can use your Controlled Blast feature an unlimited number of times, so long as you have one Explosive per cubic yard of material.
Versatile Explosive Options[edit]
The options for the Versatile Explosive feature are listed in alphabetical order below.
Aerodynamic Explosive. This streamlined casing increases the range of the Explosive to 30/120.
Incendiary Explosive. This flammable powder doesn’t cause shrapnel to spread or cause damage on a hit, but it creates a fire within a 10-foot space that lasts for 1 minute. A creature that enters the fire or ends its turn there must make a Dexterity saving throw, taking the Explosive’s normal fire damage on a failed save, or half as much damage on a successful one.
Light Explosive. This lighter casing is easier to throw, allowing you to throw Explosives made with it as a bonus action.
Potent Explosive. This powerful component increases the damage dice of Explosives made using it from d6s to d8s.
Spiked Explosive. This dangerous casing pierces the target and surrounding creatures with spikes. On a hit, the target takes piercing damage equal to the ability modifier you used to throw the Explosive. The damage caused by the shrapnel is increased by the same modifier.
Sticky Explosive. This adhesive causes an Explosive to stick to the target. Explosives made with this component don’t cause shrapnel to spread around the target, but you roll double the damage dice for the fire damage on a hit.
Volatile Explosive. This powder doesn’t cause fire damage to the target, but the area of the shrapnel increases to a 15-foot radius.
Field Fix Explosive. This hastily constructed contraption can be made outside rests, but has a chance to fail. Only available if Spec of the Engineer was chosen as your Spec.
Specs of Demolition[edit]
Spec of the Spellslinger[edit]
Spellcasting[edit]
When you reach 3rd level, you enhance you knowledge of Explosives with the ability to cast spells. See chapter 10 of the Player’s Handbook for general rules of spellcasting and chapter 11 for the wizard spell list.
Cantrips. You learn two cantrips of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 10th level.
Spell Slots. The Spec of the Spellslinger Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example. If you know the 1st-level spell longstrider and have a 1st-level and a 2nd-level spell slot available, you can cast longstrider using either slot.
Spells Known of 1st-Level and Higher. You know three 1st-level wizard spells of your choice, two of which you must choose from the divination and transmutation schools from the wizard spell list.
The Spells Known column of the Spec of the Spellslinger Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an enchantment or illusion spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class. you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be a divination or transmutation spell, unless you're replacing the spell you gained at 8th, 14th, or 20th level.
Spellcasting Ability. Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your lntelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
- Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
- Spell attack modifier = your proficiency bonus + your Intelligence modifier
Spelltable[edit]
https://db4sgowjqfwig.cloudfront.net/campaigns/117751/assets/472709/Spellslinger.png?1434765488
Projectile Delivery[edit]
Also at 3rd level, you can magically lock an Explosive in your hand, take aim towards a specified target, and magically launch the Explosive forward towards said target. You gain advantage on this attack, and any recipient of this feature has -2 AC during this attack due to obvious surprise. Also, the magic charge from the launch adds 2d4 to your attack roll. Your advantage and the target's minus to AC only last for one use amongst the same lone target/group, as the element of the feature's surprise is now expended for them.
This feature can only be used once per day at 3rd level, twice at 8th, thrice at 15th and a fourth time at 20th level, due to magical exertion of the runes. However, if Overcharge is added, this feature can be used +1 times the same day, but there's a chance to fail. Failing results in temporary paralyzation (24h - your strength modifier - your constitution modifier) of the used arm and shuts down the Rune Hands feature for 1 day/24h, and any Explosive you've Imbued (IM) with rune magic loses the magic charge.
Arcane Investigator[edit]
Starting at 5th level, you become proficient in the Arcana skill, if you aren’t already. In addition, your proficiency bonus is doubled when you make an Intelligence (Arcana) check.
Rune Banish[edit]
At 7th level, you gain the use of the Banishment spell once per 2 days, temporarily sending the recipient being/object to your pocket dimension. Any otherwise necessary Components for this spells are substituted by the magic of the Rune Hands.
Elemental Explosive[edit]
Beginning at 11th level, when you throw an Explosive, you can expend a spell slot to imbue the Explosive with elemental energy. Choose a damage type: acid, cold, fire, lightning, or thunder. On a hit, the fire and piercing damage dealt by the Explosive is changed to the chosen damage type, and the damage is increased by 1d4 for every slot level.
Banished Heart[edit]
At 13th level, you have realized a more deadly use for your Rune Banish ability. With a significant amount of experimentation, you have figured out how to banish the life-pumping hearts inside weakened, solid, medium-sized beings to your pocket dimension, then directly to your hand in the span of a few seconds. This is possible due to the fact that the form and size of a medium-sized heart is approximately the same as one of your Explosives.
The target must be on 1/2 hp and has to succeed a saving throw (d20 + their constitution modifier - your intelligence modifier) with a DC of 10 + you Intelligence modifier + your proficiency bonus, or have their heart extracted.
This ability is touch-based and require a basic knowledge for how the target's species biology is constituted. Your own race is the easiest.
Spell Diffuser[edit]
At 15th level, you learn the dispel magic spell, if you don’t know it already, and it doesn’t count against your spells known. If you already know dispel magic, you can learn another spell from the wizard spell list. You can cast dispel magic twice without expending a spell slot, regaining any expended uses when you finish a short or long rest.
Spec of the Warrior[edit]
Fighting Style[edit]
Beginning when you choose this style at 3rd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense. While you are wearing armor, you gain a +1 bonus to AC.
Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Greater Arsenal[edit]
Also at 3rd level, your fighting spirit has pushed and inspired you to create and carry more Explosives than would normally be possible. You can now make +4 Explosives twice per week during long rests.
Battle Tonic[edit]
Additionally at 3rd level, you learn how to use your alchemist’s supplies to make a special draft that carries some restorative properties. You can make 3 of these tonics when you make Explosives during a long rest, or by spending 10 minutes during a short rest to make 2. The tonic loses potency after 24 hours, but if a magic user assists in the process, they gain the properties of a healing potion, and will stay potent for all time. You can only have 3 tonics made at a time.
You can drink a tonic using a bonus action, and it heals you for 1d8 + your Intelligence modifier.
Survivalist[edit]
Beginning at 5th level, you can use your Wisdom score in place of a d20 roll when you make a Wisdom (Survival) check. You must choose to do this before you make the roll.
Imbued Armaments[edit]
At 7th level, you gain the ability to touch and infuse your rune magic into a weapon. You can utilize this in 3 different ways, but only 1 time per combat. When you have imbued the energy, you can try and activate it anytime, unless the weapon is out of reach (300 feet), the magic is dispelled or the weapon is destroyed.
The available options of your choice:
You could twist and warp the energies within the weapon (DC 12/1d20 + your dexterity modifier), causing a violent reaction resulting in an explosion of shards (3d4) to everyone within 10 feet of the target.
You could enforce and harden the energies within the weapon (DC 10/1d20 + your strength modifier), causing it to strengthen (+1d4), become more deadly (-1 AC to targets) and resistant to damage (+20 hp) for the next/current combat.
You could line the damaging parts of the weapon with the energies (DC 14/1d20 + your intelligence modifier), imbuing it with volatile energy, causing explosions on hits (+2d4) for 2 hits.
Quick Throw[edit]
Starting at 11th level, when you take the Attack action, you can make three attacks instead of two, as long as one of those attacks is made with an Explosive.
Dietician[edit]
By 15th level, you know the interactions of chemicals well enough that you can find nutrition in almost anything. You automatically succeed on Wisdom (Survival) checks to find food, no matter the environment or condition.
Spec of the Engineer[edit]
Improved Versatility[edit]
When you choose this font at 3rd level, you gain an additional option from the Versatile Explosive feature. When you make Explosives and choose to use the Versatile Explosive feature, you can use two options on the same set of Explosives.
Advanced Flashbang[edit]
Beginning at 5th level, a creature that fails its saving throw against your flashbangs, it takes 1d4 thunder damage. Also, the maximum amount of Flashbangs you can have is increased by +1, due to more efficient use of spare components. Additionally, you can use a Versatile Explosive option when you make flashbangs. Each option provides a different benefit for flashbangs than it does for your normal Explosives, as listed below:
Aerodynamic Flashbang. This streamlined casing increases the range of Flashbangs made using it to 120 feet.
Incendiary Flashbang. This flammable powder causes Flashbangs made with it to give off a fiery explosion, adding 1d4 fire damage to the flashbang’s damage.
Light Flashbang. This lighter casing is easier to throw, allowing you to throw Flashbangs made with it as a bonus action.
Potent Flashbang. This powerful component increases the damage dice of Flashbangs made using it from d4s to d6s.
Spiked Flashbang. This dangerous casing pierces the target and surrounding creatures with spikes. On a hit, the target takes piercing damage equal to the ability modifier you used to throw the Explosive. The thunder damage caused by the Flashbangs is also increased by the same modifier, due to the shrapnel.
Sticky Flashbang. This adhesive causes a flashbang to stick to the target. Flashbangs made with this component reduce the target’s movement speed by half until the end of its next turn on a hit.
Volatile Flashbang. This powder doesn’t cause thunder damage to the target, but the area of the Flashbangs increases to a 15-foot radius.
Advanced Smoke Bomb[edit]
Also at 7th level, you have learned how to infuse various types of non-friendly gases into your Bombs, resulting in many different effects. The maximum amount of Smoke Bombs you can have is increased by +1, due to more efficient use of spare components. Additionally, you can use a Versatile Explosive option when you make Smoke Bombs. Each option provides a different benefit for Smoke Bombs than it does for your normal Explosives, as listed below:
Smoker Bomb. This expanded casing increases the radius sphere of the thick smoke made using to Smoke Bombs to 20 feet.
Prolonged Smoke. This abundant amount of captured smoke will keep exhaling for a longer duration, increasing the time the smoke stays +1 minute.
Sneeze Gas. This irritating gas causes uncontrollable sneezing for the duration of the smoke and 1 minutes after, resulting in Disadvantage in their next hostile actions towards you.
Tear Gas. This disturbing gas causes temporary blindness for the duration of the smoke and 1 minutes after, resulting in Disadvantage on their next action requiring sight.
Poison Gas. This powerful, deadly gas causes an immediate 2d4 damage upon first inhaling and 1d4 damage for 2 more rounds.
Spiked Bomb. This dangerous casing pierces the target, and causes thick smoke to emit. On a hit, the target takes piercing damage equal to the ability modifier you used to throw the Explosive. Additionally, every 5 feet they traverse whilst impaled will be covered in thick smoke for 1 minute.
Field Fix[edit]
By 9th level, your experience in the field and the wilderness have made you knowledgeable on how to construct and assemble basic Explosives faster than normal to fill up your arsenal when on the move. The Field Fix Versatile Explosive Option has been added. With this option, You can make Explosives without a long or short rest. However, with haste comes consequence. Any Explosive constructed with this feature has a chance to fail; a d20 attack roll lower than 10 + your 1st class level intelligence modifier will not result in an explosion on hit, if it hits at all.
Intelligent Evasion[edit]
By 11th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or a lightning bolt spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Gaseous Doom[edit]
By 13th level, your experience with various smoke types and gases have given you insight into their properties, and which ones can be used for devastating effects. The Boom Gas Versatile Explosive option has been added to Smoke Bomb.
Boom Gas. This dangerous gas is harmless on it's own, with limited visibility decrease (Disadvantage). But combined with any sort of fire results in an devastating explosion causing 6d6 damage to everyone within 25 feet.
Reliable Talent[edit]
By 15th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the demolitionist class, you must meet these prerequisites: Strength or Dexterity 13, Intelligence 13
Proficiencies. When you multiclass into the demolitionist class, you gain the following proficiencies: Light armor, medium armor, alchemist's supplies
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