Saboteur
SABOTEUR
Nothing is truly complete whilst intact, or so a Saboteur believes. Such is the cycle that makes the wheel of life itself churn. Bodies decompose, and so too much inanimate things.
FUSE
At 3rd level, you are graced in the art of fuse creation. Allowing you to create timed charges for the explosives you muster. These fuses and last anywhere from 1-12 rounds in length. But must be created prior to combat.
TECH-CASTING
Also, at 3rd level, you are able to tech cast, though your options are limited to combustion-based abilities.
-Learn the Tech-Casting ability: Pyrotechnics
DETONATING SPARK
At 4th level you garner the ability to create sparked charges which you can detonate at will. These detonating fuses must be created prior to combat.
CONTROLLED BLAST
By 5th level you have witnessed and tested the physics of combustion in meticulous detail. Your discipline allows you to manage blast radiuses and their directions. Morphing them from utter chaos to a more controlled form. Your allies now take half damage if hit by explosions you cast or create. In addition, gain advantage when attempting to throw an explosive of any kind.
-You learn the Tech-Casting ability: Salvo
AFTERSHOCK
By 8th level your explosive devices are so devastating that they create severe aftershocks which can stun your enemies for the following turn. If hit with an explosion that you cast, all creatures must roll a constitution saving throw or be stunned for the following turn. If failed, they are also knocked prone.
DEVIOUS DEVICES
Starting at 12th level, you have conceived of ways to further increase the destruction you wrought upon your foes. Infuse all explosion damage with toxins, radiation, or shrapnel. Based on which you choose, deal an additional 2d6 poison, heat, or bleed damage for the rest of combat, unless treated.
DEVIOUS DEVICES II
Starting at 16th level, you have conceived of ways to further increase the destruction you wrought upon your foes. Enhance your infusions for all explosion damage with toxins, radiation, or shrapnel. Based on which you choose, deal an additional 4d6 poison, heat, or bleed damage for 2 turns after an enemy is hit with any initial blast you cast.