Demolitionist
A few Witchers have a vendetta against Constructs and found that their weapons just weren’t doing the job. They developed new ways to deal with those metallic pests mainly by blowing them up. They use their alchemy knowledge to develop explosives and bombs to destroy their foes. Other Witchers view them as reckless and lazy by trying to cut corners with items rather than combat skill but even they admit that their methods are effective. Witchers of the School of the Manticore are the most likely to become Demolitionists.
Subclass Features
Bomb Making
You became fed up with Constructs and their high durability and resistances and you came up with a straightforward way to use your alchemy to make your problems disappear. You learned how to make Witcher Bombs as long as you have Alchemist’s Supplies on hand. Each Witcher Bomb takes a degree of skill and practice with a description of their components, preparation time, and effects. Witcher products take upkeep to maintain them. You can keep a number of Bombs maintained equal to your WIS modifier (Minimum 1) rounded up. You know a number of Bomb recipes equal to your Proficiency Bonus and when you gain a Witcher level you can replace one Bomb recipe with a different one.
You can throw a Bomb as an action and it has a range of 30/60 ft and it detonates on impact unless otherwise specified.
Construct Sense
You can sense the quiet churning of gears and see many signs that allow you to tell if a Construct is within 1 mile of you and track Constructs for up to one week if you see direct signs of them.
Safety Zone
You can carefully craft your Witcher Bombs to create pockets of protected areas you do not desire to completely decimate. When you throw a Witcher Bomb or a Witcher Bomb is detonated by another means you can choose one point within that is a 5x5 ft square in the Bomb’s blast area and any creatures within that area have advantage on the specified saving throw and if they succeed the saving throw take no damage and suffer no additional effects and if they fail the save they take half as much damage.
Tailor to Rend Metal
You can craft your bombs to specifically destroy your Constructed enemies. You can modify one Witcher Bomb per short rest or two Witcher Bombs during a long rest. The effect you create depends on the type of the Witcher Bomb. Modified Bombs require 1 Stamina to maintain per Bomb every 24 hours.
Dancing Star, Modified: You bake in the Inscribed Sign Igni into the Bomb. Constructs take an additional 2D6 Fire damage on the secondary blast. Constructs with Immunity to Fire damage take half as much damage and Constructs with Resistance to Fire damage take damage as normal.
Dimeritium, Modified: You bake the Inscribed Sign Axii into the Bomb. Constructs in the Dimeritium cloud have a 1D6 penalty to D20 tests until they leave the cloud.
Devil’s Puffball, Modified: You bake the Inscribed Sign Aard into the Bomb. Constructs take Acid damage instead of Poison damage and if they fail the specified saving throw by 5 or more their AC is reduced by 1.
Dragon’s Dream, Modified: You bake the Inscribed Sign Igni into the Bomb.Constructs take an additional 2D6 Fire damage. Constructs with Immunity to Fire damage take half as much damage and Constructs with Resistance to Fire damage take damage as normal.
Grapeshot, Modified: You bake the Inscribed Sign Quen into the Bomb. Constructs take an additional 1D6 damage from the Bomb.
Moondust, Modified: You bake the Inscribed Sign Aard into the Bomb. Constructs take an additional 1D10 Acid damage from the Bomb.
Northern Wind, Modified: You bake the Inscribed Sign Aard into the Bomb. Constructs take an additional 2D6 Cold damage. Constructs with Immunity to Cold damage take half as much damage and Constructs with Resistance to Cold damage take damage as normal.
Samum, Modified: You bake the Inscribed Sign Supirre into the Bomb. Constructs lose Immunity and Resistance to the Stunned condition.
Modifying Bombs
You are a master of Bomb construction and can freely manipulate them to suit your purposes. You can modify one Witcher Bomb this way during the course of a Short Rest or two during a long rest in addition to using your Tailor to Rend Metal feature. Bombs modified with this feature require no additional upkeep and have one of the following modifications. You can have a number of modified Bombs with this feature equal to half your Proficiency Bonus. A Witcher Bomb can be modified multiple times with this feature but it counts as, as many Witcher Bombs as its modifications for the purpose of how many modified Bombs you can have at once with this feature.
Timed: You can incorporate a timer on the Bomb when you modify it. When you throw or set down the Bomb you can set a timer for anytime between 6-180 seconds after which the Bomb will detonate.
Rigged: You can rig a Bomb to a pressure plate, trip wire, or pull wire or any number of potential triggers and if the trigger is set off the Rigged Bomb detonates. When setting a Rigged Bomb, make a Sleight of Hand check with advantage, the result of the check becomes the DC of the Perception check needed to spot the Rigged Bomb.
Stealth: You can expend 1+ Stamina and Inscribe the Sign Axii on the Bomb and the Bomb becomes Invisible for a number of minutes equal to the amount of Stamina expended once you use a bonus action to activate the Axii Sign.
Igni Infused: You can expend 5 Stamina and Inscribe the Sign Igni on the Bomb and the Bomb deals on additional damage die for each instance of damage it deals.
Tricky: You can tinker with the Bomb to make it extra dangerous, increasing the specified DC of the Bomb by 2. You cannot modify a Tricky Bomb and you cannot make a Bomb modified with this feature “Tricky”.
Exclusive Alchemical Creations
Witcher Bomb
Dancing Star (7)
Components: Shell (1 gp), Black Powder (14 gps), Limestone (2 gps), Titanium (8 gps)
Time: 30 Minutes
DC: 14 (DEX)
Effect: Upon impact, the Dancing Star Bomb explodes in a 10-ft radius, followed by a series of smaller explosions within the area of effect at the start of your next turn. Each creature in the area must make the specified saving throw. On a failed save a creature takes 4D6 Fire damage or half as much on a successful save. At the start of your next turn each creature within a 20-ft radius of the original blast must make the specified saving throw taking 2D6 Fire damage or half as much on a successful save.
Dancing Star, Enhanced (11)
Components: Shell (1 gp), Black Powder (25 gps), Limestone (4 gps), Titanium (16 gps), Calcite (4 gps)
Time: 1 Hour
DC: 16 (DEX)
Effect: Upon impact, the Enhanced Dancing Star Bomb explodes in a 20-ft radius, followed by a series of smaller explosions within the area of effect at the start of your next turn. Each creature in the area must make the specified saving throw. On a failed save a creature takes 6D6 Fire damage or half as much on a successful save. At the start of your next turn each creature within a 20-ft radius of the original blast must make the specified saving throw taking 4D6 Fire damage or half as much on a successful save.
Dimeritium (15)
Components: Shell (1 gp), Black Powder (40 gps), Dimeritium (54 gps)
Time: 4 Hours
DC: 18 (DEX)
Effect: Upon impact, the Dimeritium Bomb explodes into a mist of Dimeritium shards in a 10-ft radius, forming a cloud of Dimeritium dust in a 15-ft radius sphere that momentarily stunts magic within the area and forces creatures within the area to make the specified saving throw. On a failed save a creature takes 3D8 magical Piercing damage or half as much on a successful save.
The cloud of Ditherium dust remains for 3 turns or 1 turn in strong, nonmagical wind. Creatures within the cloud cannot become ethereal and spell effects of 3rd level or lower are dispelled and 3rd level or lower spells cannot be cast within the area and spells of 3rd level or lower cannot pass through the area.
Dimeritium, Enhanced (18)
Components: Shell (1 gp), Black Powder (58 gps), Dimeritium (132 gps)
Time: 8 Hours
DC: 20 (DEX)
Effect: Upon impact, the Enhanced Dimeritium Bomb explodes into a mist of Dimeritium shards in a 20-ft radius, forming a cloud of Dimeritium dust in a 30-ft radius sphere that momentarily stunts magic within the area and forces creatures within the area to make the specified saving throw. On a failed save a creature takes 5D8 magical Piercing damage or half as much on a successful save.
The cloud of Ditherium dust remains for 5 turns or 2 turns in strong, nonmagical wind. Creatures within the cloud cannot become ethereal and spell effects of 5th level or lower are dispelled and 5th level or lower spells cannot be cast within the area and spells of 5th level or lower cannot pass through the area.
Devil’s Puffball (3)
Components: Shell (1 gp), Black Powder (3 gps), Gas Spore Polyps (2 gps)
Time: 10 Minutes
DC: 12 (CON)
Effect: Upon impact, the Devil's Puffball Bomb releases a cloud of poison in a 10-ft radius. The poison cloud lingers in the area for 1 minute or until a moderate wind disperses it, forcing any creature starting their turn within the area to make the specified saving throw. On a failed save a creature takes 2D6 Poison damage or half as much on a successful save. If the creature fails the save by 5 or more, it becomes Poisoned for 1 minute or until it succeeds the saving throw, repeating it at the end of each of its turns.
Devil’s Puffball, Enhanced (5)
Components: Shell (1 gp), Black Powder (7 gps), Gas Spore Polyps (4 gps)
Time: 30 Minutes
DC: DC 14 (CON)
Effect: Upon impact, the Enhanced Devil's Puffball Bomb releases a cloud of poison in a 20-ft radius. The poison cloud lingers in the area for 1 minute or until a moderate wind disperses it, forcing any creature starting their turn within the area to make the specified saving throw. On a failed save a creature takes 4D6 Poison damage or half as much on a successful save. If the creature fails the save by 5 or more, it becomes Poisoned for 1 minute or until it succeeds the saving throw, repeating it at the end of each of its turns. A creature Poisoned this way has its movement speed halved.
Dragon’s Dream (11)
Components: Shell (1 gp), Black Powder (25 gps), Powered Green Dragon Gallstone (24 gps)
Time: 1 Hour
DC: 16 (DEX)
Effect: Upon impact, the Dragon's Dream Bomb releases a cloud of explosive gas in a 10-ft radius. The gas alone does not have any effect on creatures within the area and is odorless and colorless, and will disperse after 1 minute or until a moderate wind disperses it. If any fire enters that area, the gas explodes, forcing each creature in the area to make the specified saving throw dealing 7D6 Fire damage on a failed save or half as much on a successful one.
Dragon’s Dream, Enhanced (15)
Components: Shell (1 gp), Black Powder (40 gps), Powdered Green Dragon Gallstone (24 gps), Kerosine (30 gps)
Time: 2 Hours
DC: 18 (DEX)
Effect: Upon impact, the Enhanced Dragon's Dream Bomb releases a cloud of explosive gas in a 20-ft radius. The gas alone does not have any effect on creatures within the area and is odorless and colorless, and will disperse after 1 minute or until a moderate wind disperses it. If any fire enters that area, the gas explodes, forcing each creature in the area to make the specified saving throw dealing 11D6 Fire damage on a failed save or half as much on a successful one.
Grapeshot (3)
Components: Shell (1 gp), Black Powder (3 gps), Ball Bearings (2 gps)
Time: 10 Minutes
DC: 12 (DEX)
Effect: Upon impact, the Grapeshot Bomb explodes in a 10-ft radius. Each creature in this area must make the specified saving throw. On a failed save a creature takes 2D8 Piercing damage. Constructs make this saving throw with disadvantage and if they fail the save by 5 or more they take an additional 1D6 damage.
Grapeshot, Enhanced (5)
Components: Shell (1 gp), Black Powder (7 gps), Ball Bearings (4 gps)
Time: 30 Minutes
DC: 14 (DEX)
Effect: Upon impact, the Enhanced Grapeshot Bomb explodes in a 20-ft radius. Each creature in this area must make the specified saving throw. On a failed save a creature takes 3D8 Piercing damage. Constructs make this saving throw with disadvantage and if they fail the save by 5 or more they take an additional 3D6 damage.
Moondust (7)
Components: Shell (1 gp), Black Powder (14 gps), Powdered Silver (10 gps)
Time: 30 Minutes
DC: 14 (DEX, CON)
Effect: Upon impact, the Moondust Bomb releases a flurry of silver splinters in a 10-ft radius. Each creature in this area must make the first specified saving throw. On a failed save a creature takes 2D8 Piercing damage or half as much on a successful one.
Shapechangers must make the second specified saving throw or take 4D6 additional Poison damage and are forced to their original form and cannot shapeshift for 1 minute or they take half as much Poison damage on a successful save and suffer no additional effects. This Poison damage ignores any Resistances the creature may have.
Moondust, Enhanced (11)
Components: Shell (1 gp), Black Powder (25 gps), Powdered Silver (10 gps), Silver Sulfide (14 gps)
Time: 1 Hour
DC: 16 (DEX, CON)
Effect: Upon impact, the Enhanced Moondust Bomb releases a flurry of silver splinters in a 20-ft radius. Each creature in this area must make the first specified saving throw. On a failed save a creature takes 3D8 Piercing damage or half as much on a successful one.
Shapechangers must make the second specified saving throw or take 6D6 additional Poison damage and are forced to their original form and cannot shapeshift for 1 minute or they take half as much Poison damage on a successful save and suffer no additional effects. This Poison damage ignores any Resistances the creature may have.
Northern Wind (11)
Components: Shell (1 gp), Black Powder (25 gps), White Dragon Gallstone (24 gps)
Time: 1 Hour
DC: 16 (CON)
Effect: Upon impact, the Northern Wind Bomb releases a burst of freezing cold in a 10-ft radius. Each creature in this area must make the specified saving throw. On a failed save a creature has their movement reduced to 0 ft until the end of their next turn, and takes 4D6 Cod damage. On a successful save the creature has their movement halved until the end of their next turn and takes only half as much damage.
Northern Wind, Enhanced (15)
Components: Shell (1 gp), Black Powder (40 gps), White Dragon Gallstone (24 gps), Yeti Heartstring (30 gps)
Time: 2 Hours
DC: 18 (CON)
Effect: Upon impact, the Enhanced Northern Wind Bomb releases a burst of freezing cold in a 20-ft radius. Each creature in this area must make the specified saving throw. On a failed save a creature has their movement reduced to 0 ft until the end of their next turn, and takes 6D6 Cod damage. On a successful save the creature has their movement halved until the end of their next turn and takes only half as much damage.
Samum (15)
Components: Shell (1 gp), Black Powder (40 gps), Strontium Nitrate (54 gps)
Time: 4 Hours
DC: 18 (CON)
Effect: Upon impact, the Samum Bomb explodes in a flash of bright white light and deafening sound in a 5-ft radius. Each creature in this area must make the specified saving throw. On a failed save a creature is Stunned until the end of its next turn and takes 6D4 Thunder damage. On a successful save the creature is not Stunned and takes half as much damage.
Samum, Enhanced (18)
Components: Shell (1 gp), Black Powder (58 gps), Strontium Nitrate (132 gps)
Time: 8 Hours
DC: 20 (CON)
Effect: Upon impact, the Enhanced Samum Bomb explodes in a flash of bright white light and deafening sound in a 10-ft radius. Each creature in this area must make the specified saving throw. On a failed save a creature is Stunned until the end of its next turn and takes 8D4 Thunder damage. If a creature fails the saving throw by 5 or more they are Stunned for 1 additional turn. On a successful save the creature is not Stunned and takes half as much damage.