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Poison Bomb - This grenade does poison damage to

The Mad Bomber anyone within 5' of it. This bomb does 1d6 less damage.
Targets must make a Constitution saving throw. If they fail,
(Rogue Subclass) they are Poisoned until the end of their next turn.
Smoke Bomb - This creates a 15''x15' cloud of smoke.
Boom The smoke provides full cover.
Mad bombers are part mage, part tinker, all trouble. The Sticky Bomb - This grenade coats a 5' radius area with an
magic they create is explosives. They often have no actual adhesive that counts as difficult terrain. Anyone who
mechanical talent and the things with which they construct crosses through the area, or who begins or ends their turn
their bombs shouldn't work. Often it's simply dirt, debris, and standing on it, must make a Strength save. If they fail,
whatever they find on the ground. A smoke bomb might be a their walking speed is reduced to 0 until the end of their
ball of leaves. A shrapnel bomb might look like a ball of mud turn. The goo disapates after 3 turns.
with rocks and nails stuck into it.
Their madness is the source of their power, willing the Grenades
materials to release their deadly might. At 9th level, the mad bomber may make three grenades in
place of one active bomb. These grenades have the same
Mad Bombing effect, but do two fewer d6's in damage than their bomb
At 3rd Level level, the Mad bomber learns how to make counterparts and may be thrown as a weapon up to 30'/90'.
explosives from whatever they have on hand. These They trigger on contact after being thrown.
explosives are magical, tied to the will of the Rogue who
created them. They are inert for anyone else, including Explosive Leap
another Mad Bomber. At 9th level, the Mad Bomber may Detonate one bomb or
They are detonated as a bonus action; undetonated bombs grenade they're holding to propel them over a distance. They
may be retrieved and used at a later time. Unless otherwise take no damage from the explosion.
noted, they do damage equal to the Rogues Sneak Attack If they use a bomb, the disatance is up to 30'. If they use a
damage. A Mad Bomber must be in 120' of one of their grenade, it is up 15'.
bombs to detonate it.
Some bombs require a saving throw from the target. The Expert Mayhem
save DC is calculated using this formula:
8 + Intelligence Modifier + Proficency Bonus At 13th level, the Mad Bomber's talents improve.
Mad Bombers are proficent with their bombs (and later, They may keep three additional bombs active.
their grenades). Unless otherwise noted, bombs have a range They may also make three on a short or long rest.
of 20' (no long range). If the bomb misses it's target, the DM The Mad Bomber may detonate one bomb as a reaction.
should decide where it goes.
A mad bomber may make one bomb during a long or short Boom-meister
rest. They may have no more active bombs than their
Intelligence modifier (at least 1). They also start off knowing The Mad Bomber's abilities and madness are both at their
1 + their intellegence modifer types of bombs. If they make peak.
more, the oldest bomb goes inert and crumbles. You may throw one grenade as a bonus action.
The sorts of bombs a Mad Bomber may make include: Grenades only do one less d6 in damage.
Explosive Bomb - This bomb does Thunder damage to They may throw their bombs up to 40'
anyone within 5' of it. Targets may make a Dexterity save. Grenades now have a range of 60'/120'
If they are successful, they take half damage. Their Explosive leap will now take them up to 60' (30' feet
Concussion Bomb - This grenade does bludgeoning for a grenade).
damage to anyone within 5' of it. This bomb does 1d6 less
damage. Affected enemies must make a Constitution save.
If they are Large or smaller and fail the save, they are
moved 5' away from the bomb and knocked prone.
Fire Bomb - This grenade does fire damage to anyone
within 5'. This bomb does 1d6 less damage. Affected
enemies must make a Dexterity saving throw. If they fail,
they take 1d6 at the beginning of their turn. They may
make an additional Dexterity save on each of their turns to
end this effect.
Flash Bomb - This grenade does no damage, but anyone
within 10' must make a Wisdom save. If they fail, they are
Blinded and Deafened for until the end fo their next turn.
If the targets have Sunlight Sensitivity, the make the
saving throw at disadvantage

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