Demolitionist (Adjusted Damage) Demolitionists specialize in using destructive forces to blow apart enemies and environment alike. They 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 Demolitionists 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 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 and create entry points or exits. Demolitionists become adventurers for many reasons. An adventuring demolitionist might simply have been hired by the party, while another might feel that the open world is a place with more freedom for their destructive profession than any city or town. Creating a Demolitionist 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 destructive force to create good? Is your drive to experience to 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 and you were invited to a life of danger, mystery, and treasure. Quick Build You can make a demolitionist quickly by following these suggestions. First, Dexterity or Strength should be your highest ability score, followed by Intelligence or Wisdom if you plan on making the most of the Font of the Combatant class option. Second, choose the guild artisan background, focusing on masonry or woodwork. Class Features As a Demolitionist you gain the following class features. Hit Points Hit Dice: 1d8 per demolitionist level

Hit Points at 1st Level: 8 + Constitution modifier

Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per demolitionist level after 1st Proficiencies Armor: Light armor

Weapons: Daggers, Darts, handaxes, Javelins, light crossbows, quaterstaffs, spears Tools: 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) a spear or (b) 2 daggers

(a) 5 javelins or (b) a light crossbow, and case of 20 bolts

(a) a burglar's pack or (b) an explorer's pack

Leather Armor, 6 explosives, your explosive kit, and alchemist's supplies 1

The Demolitonist Level Proficiency Bonus Explosives Damage Features 1st +2 6 2d4 Tools of the Trade, Controlled Blast 2nd +2 6 2d4 Versatile Explosive, Duck and Cover 3rd +2 7 2d4 Font of Demoliton, Smoke Bomb 4th +2 7 3d4 Ability Score Improvement 5th +3 8 3d4 Flashbang (one use) 6th +3 8 3d4 Versatile Explosive option 7th +3 9 4d4 Font of Demolition feature 8th +3 9 4d4 Ability Score Improvement 9th +4 10 4d4 Flashbang (two uses) 10th +4 10 5d4 ─ 11th +4 11 5d4 Font of Demoliton feature 12th +4 11 5d4 Ability Score Improvement 13th +5 12 6d4 Flashbang (three uses) 14th +5 12 6d4 Versatile Explosive option 15th +5 13 6d4 Font of Demolition feature 16th +5 13 7d4 Ability Score Improvement 17th +6 14 7d4 Flashbang (four uses) 18th +6 14 7d4 Master Dungeoneer 19th +6 15 8d4 Ability Score Improvement 20th +6 15 8d4 Demolitions Expert Beginning at 1st level, you have developed a way to create small explosives that are an effective means of combat. As an action you can draw an explosive from your pouch and throw it at a creature or surface within 30 ft. The must succeed on a Dexterity saving throw or the explosive deals 2d4 fire damage, half on a successful save. Each creature within 5 feet of the target, not including the target, must succeed on a Dexterity or Constitution (targets choice) saving throw or take 2d4 piercing damage from the shrapnel. Spell Save DC = 8 + your proficiency bonus + your Intelligence modifier You must spend at least 30 minutes during a long rest to make 6 explosives using alchemist’s supplies and your explosive kit, which is a pouch containing the specialized ingredients that you have perfected through your studies. Theses explosives expire whenever you take your next long rest. 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. Controlled Blast Also at 1st level, you know how to place explosives in such a way that you can manipulate the environment around you without causing too much calamity. You can spend 10 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 explosives to damage that object or area of an object without causing any damage to surrounding objects or creatures. You can use this feature twice, regaining any expended uses when you finish a short or long rest. Versatile Explosive 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. 2

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 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. Font of Demolition At 3rd level, you adopt a particular style of your trade that more closely defines the way you handle combat. Choose one of two fonts, either Font of the Combatant, or Font of the Engineer, each of which are detailed at the end of this class description. The font you choose grants you features at 3rd level and again at 7th, 11th, and 15th level. Smoke Bomb Also at 3rd level, you learn how to use spare components from your explosive kit to create devices which 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. The devices lose potency after 24 hours. You can only have two smoke bombs made at a time. You can throw throw a smoke bomb as an action or reaction to being hit with an attack. Smoke bombs have a range of 20ft. 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 When you reach 4th level, and again at 8th, 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. Flashbang 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. Flashbangs lose potency after 24 hours, and you can only make one 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 your next turn. The explosion also creates a loud bang that can be heard from 300 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. Master Dungeoneer 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, your 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 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. 3

Versatile Explosives Versatile Explosive Options 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 d4s to d6s. Spiked Explosive This dangerous casing pierces the target and surrounding creatures with spikes. On a hit, the target takes piercing damage equal to your Intelligence Modifier. 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. Fonts of Demolition Font of the Combatant Demolitionists who take the font of the Combatant focus on enhancing their physical prowess in battle and further strenghtening this ability with alchemical draughts. Fighting Style Beginning when you choose this font 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. Bonus Proficiencies Also at 3rd level, when you take the Font of the Combatant you gain proficiency in medium armor and shields as well as both simple and martial weapons. Keen Eye, Quick Mind By 7th level, your reflexes are so honed that you have advantage on intiative rolls. Additionally Opportunity attacks made against you have disadvantage. Quick Throw 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 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. 4