User:Guy/Splat/Classes/Scout/Bomber

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Bomber[edit]

Bomber is a subclass of scout.

Level  Pro Bonus  Features Bomb
1st +2 Alchemy, Bombs
2nd +3 Edgy Explosions +1d6
3rd +4 Bomb Crafting, Bomber's Resilience +2d6
4th +5 Alchemy Forte, Primed Explosives +3d6
5th +6 Edgier Explosions, The Nuclear Option +4d6

Alchemy[edit]

You gain alchemist's tools as a minor forte. If you already have this forte, you can instead gain a forte in any artisan tool of your choice.

When selecting your tricks, you can additionally choose from all tricks on the alchemy spell list.

Bombs[edit]

You gain a number of bombs equal to your pro bonus. Any you detonate are replaced at the end of downtime at no significant expense. (You can still craft even more bombs during downtime, as normal, but these are not replaced as easily.)

Unlike a normal bomb, the DC for your bombs equals your Intelligence DC. A creature takes half damage even it succeeds on the save.

You are proficient with your bombs, and your bombs count as only petty items while in your bag.

Each time you gain a new bomber level after the 1st, increase both the hit damage and splash damage of your bombs by 1d6, as shown in the bomber table. This is the same rate of increase as your scouted strike.

Edgy Explosions[edit]

Starting from 2nd level, if you damage at least two creatures with one of your bombs, you gain an edge.

You learn three edgy explosions from the following options. Whenever you throw a bomb, you can expend your edge to gain the benefit of one edgy explosion you learned.

  • Big Boom. The bomb's splash radius increases to 10 feet. Any creature hit by the attack roll or that fails the saving throw becomes unable to hear anything until the end of your next turn.
  • Claymore. You don't throw this bomb. Instead, you release an explosion from your hands that tears into a 15 feet-cone originating from you. Any creature in this range is subjected to the bomb's saving throw, and on a failed save takes an extra 1d6 slashing damage from the shrapnel.
  • Forceful Blast. The bomb's damage type becomes force, and the saving throw becomes Strength instead of Dexterity. The hit creature is pushed back 10 feet. Any creature which fails the save is pushed 5 feet away from the center.
  • Curvebomb. You can throw or roll the bomb around obstacles and objects, so long as there is open path between you and the target no longer than 20 feet. Creatures gain no benefit from cover against this bomb.
  • Dirty Bomb. The bomb's damage type becomes poison, and the saving throw becomes Constitution instead of Dexterity. Any creature that is hit by this bomb or fails its save becomes poisoned until the end of your next turn.
  • Depth Charge. Any creature that is underwater takes maximized damage from this bomb.
  • EMB. The bomb's damage type becomes lightning. Any creature that is soaked or wearing metal attire has disadvantage on the saving throw.
  • Firebomb. The bomb's damage type becomes fire, and any creature which takes damage from it is ignited. Any unattended flammable objects in the splash radius catch flame.
  • Flare. This bomb's damage type becomes radiant. If the bomb scores a critical hit on the target, the target becomes blinded until the end of your next turn. Regardless of hit or miss, the bomb produces a bright flash visible for kilometers.
  • Landmine. Instead of throwing the bomb, you place it into the ground on an unoccupied space adjacent to you. The act of placing this landmine is visibly clear, but once the landmine is placed it is impossible to visually discern the bomb is placed there. As a reaction, you can detonate the bomb on the spot. Any creature within 5 feet is subjected to the bomb's saving throw (but no creature is directly hit by it). If the bomb isn't ignited within 10 minutes, the bomb degrades into worthless materials and is wasted with no effect.
  • Nitro-nade. The bomb's damage type becomes cold. Any creature that takes damage from this bomb is slowed while moving, until the end of your next turn.
  • Smoke Bomb. This bomb produces no sound, and you never take damage from it. Whether hit or miss, a cloud of heavily obscuring smoke poofs within a 5 feet radius of the target. This cloud persists until the end of your next turn, but will be blown away early if subjected to strong wind.
  • Rocket. Fiery propulsion quintuples the range of your bomb, giving it a short range of 100 feet and a long range of 300 feet. Additionally, the bomb's damage type changes to fire.
  • Rustbomb. The bomb's damage type becomes acid. Any armored creature which is hit or fails the save has its AC permanently decrease by 1. If this reduces the creature's AC to 10 + its Dexterity modifier (before adding a shield or cover), its armor is irrevocably destroyed.
  • Tangleweed Bomb. The bomb's damage type becomes bludgeoning. A creature hit by the attack roll of this bomb must succeed on a Strength save or become slowed until the end of your next turn. Regardless of hit or miss, all ground within 10 feet of the target becomes difficult terrain until the end of your next turn.

During downtime, as an enterprise, you can replace one edgy explosion you've learned with another you would be able to learn.

Bomber Schemes[edit]

At 3rd and 4th level, in place of your normal scout schemes you can gain any of the following options:

  • Bombsmithing. You gain 5 more bombs at no expense. Any of these you detonate are restored at no expense each time you finish downtime.
  • Extra Explosions. Learn 3 more Edgy Explosions of your choice.
  • Improvised Bombs. While you have an edge, you can create and throw a bomb as an action.

Bomber's Resilience[edit]

By 3rd level, you've grown accustomed—perhaps overly accustomed—to the deafening detonations you throw out on the daily.

You can't be deafened, or rendered unable to hear, by any effect that deals thunder damage.

Additionally, any area that is heavily obscured with smoke, fog, or soot you treat as being only lightly obscured.

Finally, you can end the ignited condition on yourself or a creature you touch with only a bonus action.

Alchemy Expertise[edit]

At 4th level, you gain expertise with your alchemist's tools as a bonus, per the scout feature. If you already have these tools as your expertise, you can instead gain expertise with any other minor forte you have.

Primed Explosives[edit]

Starting from 4th level, even if you miss with one of your bombs it still produces an explosion. Not only do all creatures within 5 feet of the target still need to make a saving throw, but so does the initial target you missed.

Other creatures who throw your bombs do not gain this benefit.

Edgier Explosions[edit]

At 5th level, you learn to make bombs packed with power from the start. When you finish downtime and regain bombs, up to 5 of these bombs each gain the benefit of an edgy explosion you know. Each affected bomb gains this benefit whether you have an edge or not, whether hurled by you or another creature.

You can use edgy explosions you haven't otherwise learned. You can choose a different edgy explosion for each of the 5 bombs. You can also still add yet another edgy explosion feature you've learned when you throw the bomb, as normal, but it can't be the same one.

The Nuclear Option[edit]

At 5th level, you can Push your Luck when you hurl a bomb. Not only is the bomb's attack roll automatically 20 (if the bomb still has an attack roll), but the damage for all affected creatures is maximized. This uses up your Push Luck feature.

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