Sapper
Hit Points
Hit Dice: d10 per Sapper level
Hit Points at first Level: 10 + Con Mod
Hit Points at Higher Levels: 1d10 + Con
Proficiences
Armor: Light, Medium
Weapons: Simple, Martial
Tools: Sapper's Kit
Saving Throws: Intelligence, Dexterity
Skills: Choose three out of Acrobatics, Animal Handling, Athletics, Sleight of Hand, Stealth, Intimidation, Perception or Survival
Class Features
Explosives Belt
Starting at level one you gain a special piece of equipment called the explosives belt. This item has 3 pouches which increase in number as you level. The purpose of the belt is to contain live explosives and the delicate materials safely.
Any materials or explosives contained within the belt will not detonate or be ruined by weather, spell effects or damage. It is also only possible to draw, light the fuse and use the bomb in a single action when it was drawn from the explosives pouch.
A sapper may only carry a maximum of 1 + their Intelligence modifier bombs on their person with a minimum equal to the number of pouches on their explosives belt.
Explosives Expert
At first level you gain the ability to make, devise and use explosives. You can now use the following abilities.
Bomb Maker
During a long rest you may choose to build a number of explosives up to your 1 + your intelligence modifier (Minimum of one). Make a Tinker's Tools check with a DC equal too the highest Complexity + the number of explosives being made.
Cunning Diviser
During a long rest you choose to devise a new explosive. See the Explosives List for ideas but it is also worth consulting your DM if there are any ideas that you would like to add not already covered by the list. This requires a Alchemist Supplies check with a DC either determined by the Explosives List or the DM's discretion.
Bomb Lobber
You can use your action to draw, light and throw an explosive contained in your Bomb Belt at a space within range, on a short fuse the explosive detonates immediately, on a medium fuse it explodes at any point between the end of your current turn and the start of your next (It explodes at the start of your next turn unless you choose for it to explode before) and on a long fuse it explodes at the start of your turn a number of rounds up to 5.
Go long
On your turn you can choose one ally within range. You throw a bomb to that character which they automatically catch. That character then uses their reaction to throw the bomb in the same way as specified in the
Bomb Lobber ability.
Quick and Careful
At second level you can use this feature. When moving you can do so to avoid danger. As long as you have moved atleast 15 ft on your turn you can use your bonus action to take the Dodge Action.
After rolling intiative any creature effected by your Explosives that has not acted in this combat before you has disadvantage on saving throws on that turn (including the one related to that explosive.)
When an allied creature within 15 ft of you must make a Dex saving throw, you may use your reaction to move up to half your movement (not provoking opportunity attacks) directly towards them. If you end this movement within 5 feet of that creature, both you and that creature have advantage on dexterity saving throws until the start of your next turn.
Sapper Specialisation
At third level you can choose a specialisation. Currently there are 3, Commando, Arbalest and Perplexer. These will give you additional class features at 7th, 10th, 15th and 18th level.
Ability Score Improvement
When you reach 4th level, and again at 8th, 10th, 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.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Improved Bomb Making
At 5th level You may add double your proficiency to any ability check using your Sapper's Kit. Explosives material cost is reduced by 1/2.
Danger Close
At 6th level you when you make a saving throw against any effect which would cause damage, treat a roll of 9 or less on the dice as a 10.
Lead Belly
At 9th level you gain proficiency on Con saves.
Blitzkrieg
At 11th level, when you use your action to deploy an explosive, you may throw an additional explosive as a bonus action. This feature can be used a number of times equal to your Dex mod (minimum of one).
Indomitable (Two uses)
Beginning at 13th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll.
You can use this feature twice between long rests starting at the level and three times between long rests starting at 17th level.
Crowd Pleaser
Starting at level 14 when you grapple a creature you can choose as part of the same action to deploy an explosive upon that creature. If you do, you may immediately move 15 ft without provoking opportunity attacks. The explosive detonates at the start of that creatures next turn. You may only use this feature twice before completing a short/long rest.
Live by your wits
Starting at level 17 you add your Int modifier on top of your standard modifier to any saving throw, skill check or attack roll. You can use this feature a number of times equal to half your level (rounded up). You cannot use this feature while Incapacitated, Petrified, Frightened, Charmed.
Always Prepared
At twentieth level you can use both the Bomb Maker feature and the Cunning Deviser on a short rest and do both on a single short Rest.
Starting Equipment
You start with the following equipment, in addition to the equipment granted by your background:
(a) chain mail or leather armor, longbow, and 20 arrows
(a) a martial weapon or two simple weapons.
(a) a light crossbow and 20 bolts and 2 daggers or a heavy crossbow and 20 bolts.
(a) a dungeoneer’s pack or an explorer’s pack
(a) Tinker's Tools
Subclass Options
Commando
Arbalest
Perplexer
Level | Proficiency | Feature |
---|
1 | +2 | Explosives Belt, Explosives Expert |
2 | +2 | Quick and Careful |
3 | +2 | Sapper Specialisation |
4 | +2 | Ability Score Improvement |
5 | +3 | Improved Bomb Making |
6 | +3 | Danger Close |
7 | +3 | Sapper Specialisation feature |
8 | +3 | Ability Score Improvement |
9 | +4 | Lead Belly |
10 | +4 | Ability Score Improvement, Sapper Specialisation feature |
11 | +4 | Blitzkrieg |
12 | +4 | Ability Score Improvement |
13 | +5 | Indomitable (Two uses) |
14 | +5 | Crowd Pleaser |
15 | +5 | Sapper Specialisation feature |
16 | +5 | Ability Score Improvement |
17 | +6 | Live by your wits |
18 | +6 | Sapper Specialisation feature |
19 | +6 | Ability Score Improvement |
20 | +6 | Always Prepared |