Dynamo
Dynamo Features
Tactician Level | Feature |
---|---|
3rd | Bomb Crafting, Grenadier |
7th | Dynamic Bomber |
11th | Bombardier |
15th | Calculated Gambit |
Bomb Crafting
3rd-level Dynamo feature
You gain proficiency in alchemist’s supplies and one other artisan’s tools of your choice.
Crafting items from the Dynamo Bombs list takes you half the time and costs you only half as much. Moreover, after finishing a long rest, you can craft an amount of specialty Dynamo bombs with a total value equal to 20 gp for each level you have in this class, provided you have the tools available. These specialty bombs remain potent for 24 hours and have no sell value.
Dynamo Bombs
Acid
Alchemist’s fire
Ball bearings
Black powder*
Burst grenade*
Caltrops
Corrosive*
Daemon’s poison*
Explosive grenade*
Flare grenade*
Frozen ichor*
Holy water
Oil
Smoke grenade*
Teardrop grenade*
Each item is in the Player’s Handbook unless it is marked by an asterisk, in which case it is in below. The DM may add other items you can use, such as certain magic items.
Grenadier
3rd-level Dynamo feature
You can employ an item from the Dynamo bombs list with the following benefits:
- You have proficiency with the item.
- You can use your Strategies save DC instead of the item’s save DC.
- You can add your Intelligence modifier to one roll of its damage.
- You can throw it an additional 10 feet without penalty.
- You don’t have disadvantage on ranged attack rolls with them when a hostile creature is within 5 feet of you.
- You can use them using a bonus action.
Dynamic Bomber
7th-level Dynamo feature
You and your allies within the effect area of an item from the Dynamo Bombs list deployed by you have advantage on saving throws against the item, and take no damage or other ill effect from it on a success.
In addition, you can use your Set-up strategy with any item from the Dynamo Bombs list as well as with spells and powers that deal damage to targets in an area, except for those that deal force or psychic damage.
Bombardier
11th-level Dynamo feature
After using your Strategies feature, the next time you hit a target using a ranged weapon or an item from your Dynamo Bombs list, it takes extra damage of the same type equal to your proficiency bonus.
Calculated Gambit
15th-level Dynamo feature
After using an item from the Dynamo Bombs list or hitting a creature with a range weapon attack, your movement doesn’t provoke opportunity attacks for the rest of the turn.
Adventuring Gear
This section describes new items available to player characters.
Item | Cost | Weight |
---|---|---|
Blast powder, powder horn | 50 gp | 1 lb. |
Burst grenade | 30 gp | 1 lb. |
Corrosive, vial | 75 gp | 1 lb. |
Daemon’s poison | 60 gp | 1 lb. |
Explosive grenade | 40 gp | 1 lb. |
Flare grenade | 50 gp | 1 lb. |
Frozen ichor, flask | 50 gp | 1 lb. |
Smoke grenade | 25 gp | 1 lb. |
Teardrop grenade | 20 gp | 1 lb. |
Black Powder. Black powder is volatile, exploding when exposed to flame. As an action, you can scatter the powder onto a creature within 5 feet of you or throw it up to 20 feet, scattering the contents on impact. When thrown, make a ranged attack roll against a target creature or object, treating the powder as an improvised weapon. On a hit, the target is dusted in powder. If the target takes any fire damage before the powder is brushed or washed off (which take a creature one action), the powder ignites and the target takes 1d6 bludgeoning and 1d6 fire damage. You can also spread the powder on the ground or an object to cover a 5-foot square area, provided that the surface is mostly level. If lit, the powder explodes and deals 1d6 bludgeon damage and 1d6 fire damage to any creature or object occupying that space. A structure takes an additional 10 bludgeoning damage. For every additional pound of powder ignited, the bludgeoning damage to a creature increases by 1 (to a maximum of 20) and the damage to a structure by 10 (to a maximum of 200). Exposed powder in an adjacent space will ignite in a chain fashion when black powder explodes.
Burst Grenade. This grenade explodes in a concussive force. As an action, you can throw the grenade at a point up to 30 feet away, where it explodes on impact. Each creature within 5 feet of the explosion must succeed on a DC 12 Strength saving throw or be knocked prone.
Corrosive. This flask contains a highly corrosive compound that dissolves metal and leather. As an action, you can splash the contents of the vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case make a ranged attack against a creature or object, treating the corrosive as an improvised weapon. On a hit, the target takes 1d6 acid damage and has its AC reduced by 2 if it is wearing armor (this can’t reduce the base AC below 10) or composed of leather or metal for 1 hour. If the target is a leather or metal object, it takes an addition 2d6 acid damage.
Daemon’s Poison. This sticky, adhesive fluid exudes a foul gas when exposed to air. As an action, you can throw the flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the daemon’s poison as an improvised weapon. On a hit, the target takes 1d4 poison damage at the start of each of its turns for 1 minute or until the poison is washed off. In addition, a creature must succeed on a DC 13 Constitution saving throw or become poisoned for 1 minute. The target makes a new Constitution saving throw at the end of each of its turns, ending the condition for it on a success.
Explosive Grenade. This grenade explodes with destructive force. As an action, you can throw the grenade at a point up to 30 feet away, where it explodes on impact. Each creature within 5 feet of the explosion must make a DC 12 Dexterity saving throw. A target takes 3d6 fire damage on a failed save, or half as much damage on a successful one.
Flare Grenade. This grenade explodes in blinding light. As an action, you can throw the grenade at a point up to 30 feet away, where it explodes on impact. Each creature within 5 feet of the explosion must succeed on a DC 10 Dexterity saving throw or be blinded until the end of its next turn.
Frozen Ichor. This sticky, alchemical fluid freezes when exposed to air. As an action, you can throw the flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature, treating the frozen ichor as an improvised weapon. On a hit, the target takes 1d4 cold damage at the start of each of its turns for 1 minute or until it takes fire damage.
Smoke Grenade. When this grenade explodes, it covers a 10-foot radius area in thick smoke. As an action, you can throw the grenade at a point up to 30 feet away, where it explodes on impact. The area is heavily obscured for 1 minute or until a moderate wind (at least 10 miles per hour) disperses it.
Teardrop Grenade. This grenade explodes, creating a mist. As an action, you can throw the grenade at a point up to 30 feet away, where it explodes on impact. Each creature within 5 feet of the explosion must succeed on a DC 12 Dexterity saving throw or have its eyes covered by the substance of the mist. For 1 minute, the target has disadvantage on Wisdom (Perception) checks and ranged attack roll. The target can end this effect by using its action to make a DC Dexterity saving throw to wipe away the substance. A creature without eyes is immune to the effect.