quinron
2016-04-10, 05:04 AM
As a companion to this rogue archetype (http://www.giantitp.com/forums/showthread.php?484127-Hitman-Roguish-Archetype), I've created a gunpowder-oriented fighter - this time focusing on bombs instead of guns.
GRENADIER
Few who encounter a Grenadier ever forget them: skin marked with the scars of burns and stained with strange chemicals, hair and eyebrows singed and impossibly frazzled if not burnt away altogether, braces of flasks and bombshells hanging from bandoliers strapped to their armor. The Grenadier doesn't worry about the odd looks and whispers, though; they know that no one with half a mind is willing to threaten them and risk a splash of acid to the face or a firebomb hurled into their garden.
When you choose this archetype at 3rd level, you gain proficiency with alchemist's supplies. Using alchemist's supplies, you can produce a number of bombs, flasks of alchemist's fire, and vials of acid quickly and easily: you can craft up to 150 gp worth of these items in any combination for free. You can craft these items as part of a short or long rest. The value of the items you can craft this way increases every 2nd level after 3rd, as shown on the Free Concoctions Table.
These items are cobbled together in a rush and are of poor quality. Items crafted using this feature have a value of 0 gp. After you finish a long rest, any items that you made using this feature before you began that rest lose their potency, dealing no damage and failing to ignite anything.
Using the standard rules for crafting items (PHB p.187), you can also craft these items for 1/5 the price and in 1/5 the time they would normally require, though once completed their value is reduced to 1/5 the standard.
In addition, the Dexterity saving throw to avoid taking damage from bombs you throw is equal to 12 or 8 + your Dexterity modifier + your proficiency bonus, whichever is higher.
Fighter Level
Value of Free Items Crafted (in gp)
3rd
150
4th
150
5th
225
6th
225
7th
300
8th
300
9th
375
10th
375
11th
450
12th
450
13th
525
14th
525
15th
600
16th
600
17th
675
18th
675
19th
750
20th
750
At 7th level, you greatly enhance the speed and precision with which you throw flasks and bombshells. You add your proficiency bonus to attack rolls with flask and vial weapons (such as alchemist's fire, acid, and holy water). In addition, when you take the Attack action, you can use one of your attacks (rather than a full action) to throw a bomb or a flask or vial weapon.
Starting at 10th level, your own alchemical substances become more potent. Any flask weapon, vial weapon, or bomb which you personally created deals one additional damage die of its type when it hits.
When you reach 15th level, you develop more efficient methods for creating concoctions. By spending one hour working with your alchemist's supplies, you can craft 30 gp worth of bombs, vials of acid, or flasks of alchemist's fire, though you must expend gp for resources as normal. The value of these items is reduced by the Chemist feature for the purposes of determining the number of each item that you can craft using this feature, their cost to produce, and their value once crafted.
You can work for a total of eight hours in such a fashion, after which you must complete a long rest before you can use this feature again.
At 18th level, you have long grown accustomed to being burned, and you are more likely to cauterize a wound than to stitch it. You gain immunity to fire damage. In addition, whenever an attack or effect would deal fire damage to you, you are instead healed for 1/4 of the damage that you would have taken.
You can only use this feature to recover a number of hit points equal to half your hit point maximum, after which you must complete a short or long rest before you can do so again.
Thoughts?
EDIT: I've updated this post to be in line with my changes through post #12.
GRENADIER
Few who encounter a Grenadier ever forget them: skin marked with the scars of burns and stained with strange chemicals, hair and eyebrows singed and impossibly frazzled if not burnt away altogether, braces of flasks and bombshells hanging from bandoliers strapped to their armor. The Grenadier doesn't worry about the odd looks and whispers, though; they know that no one with half a mind is willing to threaten them and risk a splash of acid to the face or a firebomb hurled into their garden.
When you choose this archetype at 3rd level, you gain proficiency with alchemist's supplies. Using alchemist's supplies, you can produce a number of bombs, flasks of alchemist's fire, and vials of acid quickly and easily: you can craft up to 150 gp worth of these items in any combination for free. You can craft these items as part of a short or long rest. The value of the items you can craft this way increases every 2nd level after 3rd, as shown on the Free Concoctions Table.
These items are cobbled together in a rush and are of poor quality. Items crafted using this feature have a value of 0 gp. After you finish a long rest, any items that you made using this feature before you began that rest lose their potency, dealing no damage and failing to ignite anything.
Using the standard rules for crafting items (PHB p.187), you can also craft these items for 1/5 the price and in 1/5 the time they would normally require, though once completed their value is reduced to 1/5 the standard.
In addition, the Dexterity saving throw to avoid taking damage from bombs you throw is equal to 12 or 8 + your Dexterity modifier + your proficiency bonus, whichever is higher.
Fighter Level
Value of Free Items Crafted (in gp)
3rd
150
4th
150
5th
225
6th
225
7th
300
8th
300
9th
375
10th
375
11th
450
12th
450
13th
525
14th
525
15th
600
16th
600
17th
675
18th
675
19th
750
20th
750
At 7th level, you greatly enhance the speed and precision with which you throw flasks and bombshells. You add your proficiency bonus to attack rolls with flask and vial weapons (such as alchemist's fire, acid, and holy water). In addition, when you take the Attack action, you can use one of your attacks (rather than a full action) to throw a bomb or a flask or vial weapon.
Starting at 10th level, your own alchemical substances become more potent. Any flask weapon, vial weapon, or bomb which you personally created deals one additional damage die of its type when it hits.
When you reach 15th level, you develop more efficient methods for creating concoctions. By spending one hour working with your alchemist's supplies, you can craft 30 gp worth of bombs, vials of acid, or flasks of alchemist's fire, though you must expend gp for resources as normal. The value of these items is reduced by the Chemist feature for the purposes of determining the number of each item that you can craft using this feature, their cost to produce, and their value once crafted.
You can work for a total of eight hours in such a fashion, after which you must complete a long rest before you can use this feature again.
At 18th level, you have long grown accustomed to being burned, and you are more likely to cauterize a wound than to stitch it. You gain immunity to fire damage. In addition, whenever an attack or effect would deal fire damage to you, you are instead healed for 1/4 of the damage that you would have taken.
You can only use this feature to recover a number of hit points equal to half your hit point maximum, after which you must complete a short or long rest before you can do so again.
Thoughts?
EDIT: I've updated this post to be in line with my changes through post #12.