Rune Space Demolitionist
Hit Points
Hit Dice: d8 per Rune Space Demolitionist level
Hit Points at first Level: 8 + Constitution modifier
Hit Points at Higher Levels: d8 (or 5) + Constitution modifier per Rune Space Demolitionist level after 1st
Proficiences
Armor: Light armor, medium armor
Weapons: Light Melee, Light Ranged, Explosives, Morningstar,
Tools: Explosive kit, Alchemist's supplies
Saving Throws: Dexterity, Intelligence
Skills: Choose two from Acrobatics, Athletics, Insight, Intimidation, Perception, and Survival
Class Features
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 |
Runic Font, Smoke bomb |
4th |
+2 |
8 + IM 2 |
2d6 |
Ability Score Improvement |
5th |
+3 |
10 + IM 4 |
3d6 |
Extra Action, Flashbang (one use), Controlled Blast Feature |
6th |
+3 |
10 + IM 4 |
3d6 |
Versatile Explosive Feature |
7th |
+3 |
10 + IM 4 |
3d6 |
Runic Font 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 |
- |
11th |
+4 |
12 + IM 6 |
4d6 |
Controlled Blast Feature, Runic Font 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 Feature |
15th |
+5 |
12 + IM 6 |
4d6 |
Controlled Blast Feature, Runic Font 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 |
- |
19th |
+6 |
14 + IM 8 |
5d6 |
Ability Score Improvement |
20th |
+6 |
14 + IM 8 |
5d6 |
Demolitions Expert |
Tools of the Trade
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 wisdom 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
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
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.
At 6th, 11th and 15th levels, choose an additional Controlled Blast feature from the list detailed at the end of the class features section.
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 features section. When you craft Explosives during a long rest, you can choose to substitute your normal materials for the options you have chosen.
A single Explosive can only be affected by one modification at a time. If you choose to use a modification, you can make that modification 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 10th and 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.
Runic Font
At 3rd level, you adopt a particular style of your trade that more closely defines the way you handle combat. Choose Font of the spellslinger, Font of the Alchemist or Font 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.
Disclaimer: The subclass you chose will drastically effect your Role Playing experience. The subclass you wish to use should be considered in Character Creation.
Smoke Bomb
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 crafted at a time, but when crafted during a long rest, they do not count against the number of Explosives you can normally make.
You can throw down a smoke bomb as a bonus action. when thrown, a smoke bomb creates an area of thick smoke in a 10-foot radius sphere that spreads around corners and lasts for 1 minute, or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.. The area the smoke covers is heavily obscured and all creatures affected by it make all mundane ranged attacks at disadvantage.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your 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. (Optional Rule: your passive perception increases by 1)
Extra Action
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
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. 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.
Master Dungeoneer
By 18th level, you have become so experienced in the ways of tactical layout and architecture that you gain proficiency in Perception. if you are already proficient in Perception then your proficiency bonus is doubled.
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 features an unlimited number of times, so long as you have one Explosive per use of Demolition Blast, use of Directional Blast, use of Propelled Blast, and per cubic yard of material for a use of Controlled Blast.
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 d6s to d8s.
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.
Controlled Blast Options
When given the opportunity to choose an additional Controlled Blast Option choose from the list below.
Controlled Blast: Demolition Charge. 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.
This Charge is best used for structural collapse of buildings and structures, or as a means to block of exits and break through walls. This Charge can also be used in combat and in unison with the Sticky Versatile Explosive Option. If used in combat, on a direct hit, the Explosive deals 4d6 force damage. Hit or miss, every creature within 15ft of the target, including the target, is pushed 5ft back and must succeed on a Dex save or take an additional 3d4 force damage. The DC for the saving throw is (8+proficiency+Wis)
if used for structural Demolition, the Charge will make a rough, 4x4 foot opening through 5ft of wooden wall, a 3x3 foot opening through 4ft of brick, a 2x2 foot opening through 3ft of iron, and will have no affect on magical barriers or solid stone unless stated otherwise by the DM.
The Charge can also completely disrupt the structural integrity of a 5x5 foot beam or pillar of wood, a 4x4 foot beam or pillar of iron, a 2x2 ft beam or pillar of solid stone, and will have no affect on magical structures unless stated otherwise by the DM.
The Charge takes up 2 Explosives spots of your current class level's maximum Explosives you can carry. i.e. 8 Explosives, no Charge. 6 Explosives, 1 Charge. 4 Explosives, 2 Charges. 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 of these Charges made at a time.
Controlled Blast: Directional Charge. you have used your extensive knowledge of Explosives and your experience with traps to create an "Intruder Deterrence Device" or as it's more commonly referred to as, a Booby Trap.
This Charge is used primarily for surprising an intruder or foe, or as an early warning system, however it can be used in combat. you can craft one of these Charges during a long rest, or by spending at least 10 minutes during a short rest. You can only have one of these Charges made at a time. The number of Charges you can have at a time increases to two at 12th level. The Charge takes up 2 Explosives spots of your current class level's maximum Explosives you can carry. i.e. 8 Explosives, no Charge. 6 Explosives, 1 Charge. 4 Explosives, 2 Charges. The Charge, if used in combat, takes one action to set up and one to activate. Once positioned facing a direction, the Charge can't be repositioned without using an additional action.
Once the Charge has been activated, all creatures within a 10ft cone must make a Dex save or take 5d8 piercing damage. The save DC equals (8+Prof+Int)
Controlled Blast: Propelled Charge. Through your experiments with different Explosives and your familiarity with combat, you have discovered a way to attach small, controlled explosives to a weapon with the "thrown" property. You can use this feature twice. You regain your uses of this feature after completing a long rest. This feature can be used in combat but can be used outside of combat also.
In combat, you take an action to use one of your explosives and use the components to make up to two smaller explosives an secure them to a weapon with the "thrown" property, i.e. Daggers, Tridents, and javelins. Only one miniature explosive can be secured to a weapon at a time. if a weapon that has a miniature explosive secured to it hits a creature, that creature takes an additional 2d4 fire damage and 1d4 force damage.
Starting Equipment
(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
Subclass Options
Font of the Spellslinger
Your Runes have awakened a new power from within.
Spellcasting
When you reach 3rd Lvl, the runes on your body have unlocked a power inside you that can be focused in a way similar to that of cantrips and spells of other magic users.
Cantrips. At 3rd lvl, you learn two Cantrips of your choice from the Sorcerer spell list. You learn an additional Cantrip at 8th and 16th levels.
Known Spells and Spell Slots. At 3rd level, you also learn two 1st-level spells from the Sorcerer spell list and have three 1st-level spell slots. You learn an additional 1st-level spell and spell slot at 8th and 16th level. Additionally at 16th level you learn one 2nd-level spell and gain two 2nd-level spell slot.
Spellcasting Ability. Charisma is your spellcasting ability for your Sorcerer spells, since you learn your spells through the power given to you through the runes on your arms and hands. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Sorcerer 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
Arcane Investigator. By 3rd level, the abstract but magical nature of your runes gives you a glimpse into the world of the Arcane. you become proficient in the Arcana skill, if you are already proficient then double your proficiency bonus when making an Arcana (Int) check.
Runic Banishment. By 7th level, your control of the runes on your body and the pocket dimension they access grows to the point where you are able to banish tiny or small items and creatures to the Rune Space.
This ability is identical to the banishment spell apart from the fact that all banished creatures are banished to the Rune Space and any otherwise necessary Components for this spells are substituted by the magic of the Rune Hands. you have one use of this ability and you gain an additional use of this ability at 11th and 15th levels. You regain all uses of this ability after completing a long rest.
Elemental Explosive. 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 damage dealt by the Explosive is changed to the chosen damage type, and the damage is increased by 1d6 for every slot level. this ability cannot be used on combination with the Runic Inferno ability. You have two uses of this ability and gain an additional use at 15th level.
Runic inferno. By 11th level, through your experience with explosives and the runes on your body, you have discovered a way to infuse the raw power of the runes into your explosives. This ability allows you to expend a spell slot and double the fire damage of one of your explosives. you have one use of this ability and you gain an additional use of this ability at 15th level. You regain all of your expended uses of this feature after you complete a long rest.
Synchronized Eruption. At 15th level, you gain the ability to expend a 2nd-level spell slot and allow up to 4 Imbued explosives to come out of Rune Space in occupied or unoccupied spaces of your choosing within a 25ft space around you. Using this ability in combat takes one action.
Font of the Alchemist
Your knowledge of chemical agents and natural resources is growing at an alarming rate.
Field Chemist. By 3rd level, your knowledge of the chemical traits of the environment around you is well above average. You become proficient in the Nature skill, if you are already proficient then double your proficiency bonus when making a Nature (Int) check.
Acidic Elixir. 3rd level, your knowledge of chemical compounds has allowed you to create an Acidic Elixir that can be used in combat and has a multitude of other uses. You can attempt to make 3 of these Elixirs when you make Explosives during a long rest, or by spending 10 minutes during a short rest to make 2, each taking 10 gp worth of materials and Alchemist's supplies (DC = 12). You can only have three vials crafted at a time. As an action, you can splash the contents of this vial onto a creature within 5ft of you or throw the vial up to 20ft, shattering on impact. In either case, make a ranged attack against a creature or object, treating the acid as an improvised weapon. On a hit, the target takes 2d6 acid damage.
Heal Tonic. At 7th level, you learn how to use your alchemist’s supplies to make a special draft that carries some restorative properties. You can attempt to 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, each taking 50 gp worth of materials and Alchemist's supplies (DC = 12). You can only have three Tonics crafted at a time. These Tonics gain the properties of a healing potion (2d4+2), and will stay potent for all time. Additionally, at 15th level you may choose for the tonics to take the properties of a Greater healing potion (4d4+4) for an increased amount of gold, (150 gp) and DC with Alchemist's supplies (DC = 15).
Advanced Smoke Bomb. 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, when you take a Versatile Explosive option you may take an additional option from the list below and apply it whenever you craft 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 Bomb. 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 disruptive 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 powerfully toxic gas causes all creatures within the smoke to make a Con saving throw (DC = 8 + Prof + Int) or take 2d4 poison damage.
Paralyzing Fumes. By 11th level, you have experimented with how gasses are created enough to create a crude form of "Knockout Gas". Whenever you craft Smoke Bombs you may instead choose to craft a Knockout Gas bomb. You can only have one of these bombs crafted at a time and it counts against the amount of Smoke Bombs you can have crafted at a time. when used, all creatures within a 10ft radius makes a Con saving throw or becomes unconscious for the next d4 turns.
Gaseous Inferno. By 115th 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. Whenever you craft Smoke Bombs you may instead choose to craft an Explosive Gas bomb. This explosive counts against the amount of Smoke Bombs you can have crafted at a time. This dangerous gas, on it's own, is like any other Smoke Bomb, but combined with any sort of fire results in an devastating explosion causing 8d6 fire damage to everyone within 25 feet.
Font of the Tactician
Your experiences have taught you the values of being prepared and striking first.
Discerning Gaze. By 3rd level, your experience with people and how they hide their true intentions has allowed you a glimpse into the minds of the people around you. You become proficient in the Insight skill, if you are already proficient then double your proficiency bonus when making an Insight (Wis) check.
Fighting Style. Beginning 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.
Evasive Measures. Also at 3rd level, while you are wielding a weapon you're proficient in and are hit by a melee weapon attack, you can use your reaction to subtract the weapon damage dice plus your Strength modifier from the damage you take, potentially causing the attack to cause no damage to you.
At 11th level, if you reduce the damage of an attack to 0 using this feature, you may make a single weapon attack against the attacker as part of your reaction.
Greater Arsenal. At 7th level, your desire to be as prepared as possible has pushed you to create and carry more Explosives than would normally be possible. Your limit of how many Explosives you can have crafted at a time has increased by 4.
Action Surge. Starting at 7th level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible Bonus Action.
Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 15th level, you can use it twice before a rest, but only once on the same turn.
Advanced Flashbang. Also at level, a creature that fails its saving throw against your Flashbangs 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, when you take a Versatile Explosive option you may take an additional option from the list below and apply it whenever you craft Flashbangs. Each option provides a different benefit for Flashbangs than it does for your normal Explosives, as listed below:
Aerodynamic Flashbang. his 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.
Volatile Flashbang. This powder doesn’t cause thunder damage to the target, but the area of the Flashbangs increases to a 15-foot radius.
Nail Bomb. By 11th 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. This ability allows you to make Explosives without a short or long rest. Any Explosive constructed with this feature will only do 3d6 piercing damage from the shrapnel and will have a success DC (12 - Int ) when rolling for the attack. if you do not succeed on your attack role the attack will not result in an explosion on hit, if it hits at all.
Quick Throw. Starting at 15th level, you gain an additional action in combat, as long as one of those action is an attack action with an Explosive.
Multiclassing
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.