Rogue: Grenadier

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Rogue: Grenadier

You excel at sticking to the shadows and waiting for the right moment to strike your foes with a storm of smoke and shrapnel. You use your intellect to create explosive weaponry, and you use your mastery of the shadows to conceal your devices from your enemies until it is too late.

Bonus Proficiency

Starting at 3rd level, you gain proficiency in Alchemist's Supplies.

Bomber

When you choose this archetype at 3rd level, your tinkering with black powder allows you to create explosive bombs to harry your enemies with. As an action, you may hurl a bomb at a creature, object, or surface within 30 feet of you.


On impact, a bomb detonates in a 5-foot radius. Any creature in that area must succeed on a Dexterity saving throw or take 1d6 piercing damage from the bomb's shrapnel. The bomb's damage increases by 1d6 when you reach certain levels within this class: 4th level (2d6), 7th level (3d6), 10th level (4d6), 13th level (5d6), 16th level (6d6), and 19th level (7d6).


Preparing your bombs requires careful mixing and focus, you prepare your bombs when you finish a long rest: one minute of preparation must be spent per bomb. You can prepare a number of bombs equal to your proficiency bonus plus your Intelligence modifier.

Bomb Save DC = 8 + your proficiency bonus +

your Intelligence modifier

Trapper

Beginning at 3rd level, you can use an action to make a Dexterity (Sleight of Hand) check to rig one of your bombs to explode when an a creature or object moves on top of it. The trigger comes in the form of an improvised trip-wire. A creature can spot the hidden bomb by using the Search action contested against your Dexterity (Sleight of Hand) roll. If you attempt to conceal the trap within 5-feet of a hostile creature, your roll is made with disadvantage on the Dexterity (Sleight of Hand) check.

Alchemical Infusion

At 9th level, you gain the ability to combine alchemical reagents with your bombs to improve their destructive power. Choose two bombs from "Alchemical Bombs" below. When you finish a long rest and prepare your number of bombs for the day, you may designate some or all of these bombs to be a specialized alchemical bomb.




Author: /u/Valerion
Art Credits: Bob Greyvenstein. Deviantart.
CDProjekt Red, The Witcher 3.

Black Powder Discovery

Starting at 13th level, your ingenuity with black powder grows. You can infuse your creations with alchemical reagents to add new effects to your explosives. You gain one of the following features of your choice:


Aerodynamic. Your bombs can travel farther throw the air before landing. You can now hurl a bomb at a creature, object, or surface within 60 feet of you.

Alchemical Insight. Choose a third type of bomb from the Alchemical Infusion features. You can now prepare these types of bombs after finishing a long rest in addition to your black powder and original alchemical bomb choice.

High Explosive. The explosive yield of your bombs is dramatically increased. When your bombs detonate, the explosive radius increases from 5-feet to 10-feet.

Explosive Mastery

When you reach 17th level, you become a master of preparing your bombs when they are needed. When you finish a short rest, you may prepare up to two bombs. Additionally, your bombs deal maximum damage to objects.

Alchemical Bombs

Acid Bomb. You can create specialized bombs that release corrosive residue that burns intensely. When creating Acid bombs, you substitute your bomb's piercing damage with acid damage. In addition, the area within the radius of the bomb's detonation is covered with acid for one minute while the residue dissipates. Any creature starting its turn within the area takes 1d6 acid damage.

Cold Bomb. You can create specialized bombs that unleash freezing winds. When creating Cold Bombs, you substitute your bomb's piercing damage with cold damage. In addition, a creature who fails the Dexterity save to avoid the bomb has their speed reduced by 10 feet until the start of your next turn.

Fire Bomb. You can create specialized bombs that yield a fiery explosive blast. When creating Fire Bombs, you substitute your bombs piercing damage with fire damage. In addition, a creature who fails the Dexterity save to avoid the bomb is set ablaze and takes 1d6 fire damage per turn until it spends an action to douse the fire.

Lightning Bomb. You can create specialized bombs that release a discharge of electrical energy in its wake. When creating Lightning Bombs, you substitute your bomb's piercing damage with lightning damage. In addition, a creature who fails the Dexterity save to avoid the bomb can't take reactions until the start of its next turn.

Thunder Bomb. You can create specialized bombs that unleash a thunderous cacophony upon detonation. When creating Thunder bombs, you substitute your bomb's piercing damage with thunder damage. In addition, a creature who fails the Dexterity save to avid the bomb is pushed back by five feet in an outward direction away from the center of the bomb's detonation.

 

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