Post by Kahz on Aug 26, 2015 11:15:27 GMT 10
<Fluffy description here>
Bonus Proficiencies:
When you select this archetype at third level, you gain proficiency with the alchemist's tools, the demolitionist's bag, and grenado's.
Field-craft Explosives:
Starting at 3rd level, you can use the bonus action granted by your Cunning Action to cobble together an unstable grenado, which you can hurl towards your enemies. Select one of the grenados listed below, you can then use your action to make an ranged weapon attack with it against one creature or space within range, or to place it upon the ground. The grenado explodes at the end of your turn, regardless of whether you've thrown it or not.
Grenado List:
Burner
Sharper
Smoker
Because of the unstable nature of a grenado created by this, any damage it would normally deal is changed to half your sneak attack bonus (rounded down) instead of its normal damage. Any remaining effects and saving throws remain the same, and this feature uses up your sneak attack use for this turn.
To use this feature you must possess a demolitionist's bag, and you can use this feature a number of times equal to your Intelligence modifier +1 (minimum 1) per long rest.
Siege Engineer
Beginning at 9th level, you have learned to discover the weak points of any structure or vehicle at a glance, enabling you to efficiently destroy such things. Whenever you would deal damage to a structure or vehicle, you ignore any damage thresholds it may have. Additionally, you add your full sneak attack damage to any damage roll you make against vehicles and structures using grenados, explosives and any Sapper ability.
Old Hand
Upon reaching 9th level, you have become adept at crafting deadly traps, volatile explosives and dangerous alchemical concoctions in short spans of time. When using alchemist's tools or demolitionist's bag to make such things, you can craft an additional gold value per day equal to your proficiency bonus multiplied by 5.
When you reach 13th level, you double your total maximum crafting value per day for any items created using your demolitionist's bag.
Shaped Charge
Starting at 13th level, you can use your grenado's to reap the most advantageous advantage from them, altering their blast radius to maximize their effectiveness as needed. As an action, you can change a single grenado's blast radius from one type to another. Only certain grenado's can be altered (listed within the Grenado list), and only those that deal damage using one of the following areas of effect can be changed. A grenado can only be changed to another area of effect listed below. An area of effect must originally be larger than 5ft, and you can only change the area of effect based in increments using the following table:
Area of Effect* | Dimensions |
Cube: | 10 ft |
Cylinder: | 10 ft radius / 10 ft tall |
Sphere: | 5 ft radius |
Cone: | 15 ft long |
Line: | 5 ft wide / 20 ft long |
Example: You could convert a Sharper Grenado from its 10 ft radius sphere to one of the following:
A cylinder with a 10 ft radius and 20 ft tall, a 5 ft wide line 40 ft long, a cone 30 ft long, or a cube 20 ft per side.
*Refer to the Grenado Features for details regarding areas of effect and points of origin for them.
Demolition Man
At 17th level, you begin preparing surprises for those unexpected situations that do crop up. When you are in an area that you are familiar with or an area you have been to previously, you can declare that you have pre-set a series a explosive charges and devices. Using your action to recall what demolitions you have set, you describe the expected outcome. The DM then decides upon the exact nature of the demolitions, selecting from a wide range of effects to achieve the results. Work with the DM to quickly create the effect.
If the nature of the demolitions is not set to trigger immediately, the demolitions have a chance of failing over time. Each day you roll percentile dice, the demolitions have a cumulative 10% chance of failure each day, up to a 100% chance of failure on the 10th day after you use this feature, but before you regain the use of it.
Once you have used this feature, you can't use it again for 10 days.
Example Effects:
Cascade:
A series of continual explosives, chaining one after the other, in whatever pattern may be desired for the situation. This could be down a series of alleys or roads, across rooftops or even throughout several caverns or cave passageways.
Mother of all Bombs:
A tremendous explosion, capable of demolishing one or more buildings in single blast. The buildings could be part of a city block, several spans of a bridge (or even the entire bridge), a guard tower, or even complete wings of a castle. The blast is devastating, destroying nearly everything it encompasses, and often leaves a crater half the size of the explosion itself.
Oven:
When triggered, this effect creates a veritable wave of fire that incinerates all it touches. This could be set in a single point, encompassing an entire room or cave, or in some other pattern determined by you and the DM. Once the flames flicker and die out, all that's left in the area are charred bones and ashes.
Minefield:
Often used in large open spaces, this effect poses tremendous hazards to anyone or anything attempting passage across the selected region. Sporadic explosions rip through the area, as anything crossing it triggers small but deadly hidden explosives. Passing across the entire field is unlikely to leave anything intact.
Extras:
Grenado Features
A grenado is a small, usually spherical ceramic ball, carved with markings to differentiate the types. The ceramic casing is designed to break on impact against a surface, with a usually explosive result. A grenado is considered a Martial Ranged Weapon, and unless specified a character does have not have Proficiency in using grenado's, though it gained be gained either from training (as per the Downtime rules) or through the Weaponmaster feat.
Damage:
A grenado deals no damage from impacting against a creature, only when it explodes does it cause harm. You cannot add damage to an attack with a grenado (such as with abilities like the Rogues Sneak Attack, or the Paladins Divine Smite) unless something specifically states that you can.
Critical Hits:
If you score a critical hit with a grenado against a target, and that grenado has a saving throw to reduce its damage or avoid its effects, then all creatures effected by the grenado have disadvantage on their saving throw.
Scatter:
Whenever you miss with a ranged weapon attack using a grenado, the grenado scatters off target. Roll 1D6 and consult the diagram below to determine the direction the grenado scatters. Then roll 1D4 and multiply the result by 5, this is how many feet the grenado has scattered off course in the appropriate direction. Once you have determined where the grenado lands, it explodes as normal.
Inherently Dangerous:
If you roll a natural 1 on a ranged attack roll when using a grenado, the grenado explodes in your hand, either because of a mistake creating it or due to a lack of care handling it. Center the effect on yourself as if you were the target. If the grenado deals damage and allows a saving throw, you have disadvantage on this saving throw. If the grenado does not normally deal damage, you take 1D6 fire damage as the mixture spontaneously combusts plus it's normal effect.
Area of Effect:
See page 204 of the Players Handbook for descriptions as to the individual areas of effect available. A grenado's point of origin for an area of effect is always the grenado itself.
Grenado DC:
Any time a creature has to make a saving throw against a grenado you've made, either through the Field-craft Explosives feature, Demolition Man feature, or through the standard crafting rules, the DC is equal to 8 + your proficiency bonus + your Intelligence modifier.
Grenado List:
Grenado | Buying Cost | Thrown Range | Effect | Alchemist's Tools | Demolitionist's Bag | Shaped Charge |
Blinder | 50 gp | 25 ft / 50 ft | This grenado erupts in a dazzling bright light. Regardless of hit or miss, each creature within a 20 ft radius sphere that can see the grenado are blinded until the end of its next turn. On a hit: the original target creature takes 1D6 radiant damage from the light blast. | Yes | Yes | No |
Burner | 100 gp | 20 ft / 40 ft | This grenado explodes in a wave of fire, spraying out from the target. Regardless of hit or miss, a 15 ft cone of fire extends from the grenado away from you, and any creatures effected by the flames must make a Dexterity saving throw against your Grenado DC. On a failure, a creature takes 3D6 fire damage, or half as much damage on a success. On a hit: the original target creature has disadvantage on its saving throw. | Yes | Yes | Yes |
Cracker | 200 gp | 10 ft / 30 ft | This grenado deals a concentrated blast designed to shatter masonry and breach walls. Regardless of hit or miss, a Cracker deals 5D10 bludgeoning damage to anything within a 20 ft cone. Any vehicle or structure that is in contact with the point of origin is considered to be Vulnerable to any damage dealt by this Grenado. | No | Yes | Yes |
Cusser | 700 gp | 15 ft / 30 ft | This grenado deals a deliciously deadly explosion capable of tearing through armor and wooden palisades like paper. Regardless of hit or miss, all creatures and objects within a 30 ft radius sphere must make a Dexterity saving throw against your Grenado DC. Objects automatically fail this saving throw. On a failure, they take 10D6 bludgeoning damage, or half damage on a success. All creatures within the radius are thrown 20 feet away from the explosion, landing prone. On a Critical Hit: the original target and all creatures within a 10 ft radius of it are considered to be Vulnerable to the grenados damage. This grenado is Inherently Dangerous on a natural 1 or 2 on your ranged weapon attack roll. | No | Yes | No |
Sharper | 100 gp | 20 ft / 40 ft | This grenado explodes in a maelstrom of shrapnel. Regardless of hit or miss, all creatures within a 10 ft radius sphere of the target must make a Dexterity saving throw. On a failure, each creature takes 2D8 piercing damage, or half as much damage on a success. On a hit: The original target creature takes an additional 1D8 piercing damage. | No | Yes | Yes |
Smoker | 50 gp | 20 ft / 40 ft | Thick black smoke spreads out from the target in a 20-foot radius, moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind disperses it. | Yes | Yes | No |
Stunner | Yes |
Notes: Anyone with ideas relating to new and different grenado types, please post them up in the comments.
- Quaker - knockdown
- Melter - acid puddle to melt through stuff
- Choker - poison gas grenado
New Things (tools, feats, etc)
Tools:
Demolitionist's Bag: 50 gp / 8 lb
Trapmaker's Tools: 20 gp / 3 lb
Items:
Fuses - When applied to a grenado, a fuse allows for a short delay in detonation of a grenado unless it impacts a solid object. A fuse can delay the detonation for up to 30 seconds when lit, and requires a successful Dexterity (Demolitionist's Bag) check to implement it on a single grenado.
Failing the check by 5 or more causes the grenado to explode as per Inherently Dangerous.
Grenado Case - A padded carrying case designed to hold grenados safely. 10 gp / 2 lb.
Grenado Shells (empty) - An empty small clay ball, designed to be filled with alchemical explosives. 5 cp / - lb.
Weapons:
Thrown Weapon Feat:
Tools:
Demolitionist's Bag: 50 gp / 8 lb
Trapmaker's Tools: 20 gp / 3 lb
Items:
Fuses - When applied to a grenado, a fuse allows for a short delay in detonation of a grenado unless it impacts a solid object. A fuse can delay the detonation for up to 30 seconds when lit, and requires a successful Dexterity (Demolitionist's Bag) check to implement it on a single grenado.
Failing the check by 5 or more causes the grenado to explode as per Inherently Dangerous.
Grenado Case - A padded carrying case designed to hold grenados safely. 10 gp / 2 lb.
Grenado Shells (empty) - An empty small clay ball, designed to be filled with alchemical explosives. 5 cp / - lb.
Weapons:
Thrown Weapon Feat:
Hail Mary
- You can use thrown weapons with either Strength or Dexterity modifiers for the attack roll and damage modifier.
- You can use Bonus action to make one additional ranged weapon attack with a thrown weapon when taking the attack action
- You increase the minimum range of a thrown weapon by a value equal to 5 ft multiplied by the ability modifier (Str or Dex) used for the attack, and add double this value to its maximum range.
- When making a ranged attack roll against a target you cannot see but are aware of, you can make a Wisdom (Perception) check against the target (DC = Targets Dexterity (Stealth) check if actively hiding, or passive Dexterity (Stealth) score if not) to maintain your accuracy by sound alone. Succeeding removes the disadvantage caused by the target being hidden.