You have worked with various explosive concoctions and devices over your lifetime, potentially losing a finger or two to your experiments. You also have an affinity for making everything around you explode.
Benefit(s): You know how to cause a distraction. Using pieces of string, mounds of dirt, or other on-hand material together with a bit of black powder, you can cause a small, nondamaging explosion to occur. Anyone within 300 feet of the explosion that can hear it will be naturally drawn to the sound and move towards it, giving them disadvantage on Wisdom checks for 1 minute while they investigate the disturbance. Some creatures might choose to not abandon their post regardless of the blast, such as guards, but they still have disadvantage on Wisdom checks if they are within range. Once you’ve used this feature, you can’t use it again until you’ve finished a short or long rest as you use this time to gather ingredients for your next bomb.
You also know how to craft bombs. Spending 50 gold on materials, you may spend a day to craft 1d4 bombs. These bombs can be thrown up to 30 feet away using an action and they have a blast radius of 5 feet. Each creature in range of the blast has to make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Dexterity or Intelligence modifier). The creature takes 1d12 damage on a failed save and half as much damage on a successful one.
You choose if the damage type is fire or piercing. This damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12) and 17th level (4d12).
Aaralyn’s Stolen Notes to Velea Copyright 2018 Anne Gregersen Author Anne Gregersen