Rogues at Full Volume. Back from the holidays and having posted my OC D&D memes archive, this week I want to share the initial version of my first homebrew path for D&D 5e Players: the Breacher Rogue, who specializes in blasting open dramatic entrances and exits. I’d love your feedback, particularly on damage scaling, so that next week I can do the full NaturalCrit Homebrewery & DndBeyond postings for this homebrew path. Special thanks to Bruno of Neves for the image permission, and to Falibrand for their Sapper path on D&D Beyond, which I drew inspiration from in working on the Breacher.
HOMEBREW ITEM: BREACHER COMPONENTS POUCH
Type: Adventuring Gear
Cost: 25 gp
Weight: 2 lbs
Tags: Utility, Container
A Breacher Components Pouch is a small, watertight leather belt pouch that has compartments to hold all the material crafting components you need to manufacture Alchemical Satchel Charges, including spaces to safely store crafting foci.
Picture the bank robber blasting into a vault, the SWAT team or Firefighter breaking through a door, the Sapper’s demolition charges going off. Like other Rogues, the Breacher emphasizes surprise. But unlike other Rogues, the Breacher does not shy away from loud noises: the Breacher is a Rogue at full volume. Naturally, they specialize in breaching defenses: using alchemical devices to blast away obstacles for rapid infiltration, seizure, and assaults.
Breacher Path Features Overview
3rd Level Features: Alchemist’s Supplies Proficiency, Breaching
9th Level Features: Alchemical Satchel Charges
13th Level Features: Improved Alchemical Satchel Charges
17th Level Features: Breach Burst
Alchemist’s Supplies Proficiency
When you choose this archetype at 3rd level, you gain proficiency with Alchemist’s Supplies (XGtE p.79).
Starting at 3rd level, you have learned basic demolition and forced entry tactics. Alchemical devices you use deal double damage to non-magical Objects (before factoring in immunities, resistances, and vulnerabilities). Additionally, while you possess Thieves’ Tools, if you also possess a Breacher Components Pouch, or else consume a Vial of Alchemist’s Fire or Vial of Acid, you gain advantage on attempts to open locks and bars. If successful, this destroys the lock or bar.
Alchemical Satchel Charges
Beginning at 9th level, your breaching skills have graduated, allowing you to develop specialized alchemical devices of either a destructive or utilitarian nature. As part of a Short or Long Rest, you may use your Alchemist’s Supplies to craft various Alchemical Satchel Charges, totaling no more than 1 plus an additional 1 per proficiency bonus and 1 per Intelligence modifier, if positive. Each Alchemical Satchel Charge type has ingredients which act as a required focus during crafting; the process consumes the required foci for each charge type unless you have a Breacher Components Pouch, in which case you must still have the foci, but they are no longer consumed in the process.
Each Alchemical Satchel Charge weighs 1 lb, can adhere to a stationary Object upon contact (including a ceiling), and becomes inert within 24 hours of crafting.
Furthermore, you have proficiency in using Alchemical Satchel Charges as Improvised Weapons, which have the Finesse property, but are too volatile to be thrown more than 10′ in an attack roll. Once deployed in an attack, they detonate at the end of your turn, affecting all targets within a 5′ radius. If you would otherwise qualify for a Sneak Attack, Alchemical Satchel Charges can deal Sneak Attack damage, but you must divide the damage after rolling evenly between all creatures successfully hit by the attack (before applying additional modifiers, such as an opponent’s Uncanny Dodge).
Finally, your Alchemical Satchel Charges grant Advantage on attacks you make against non-magical Objects, and treat them as having the “Fragile” rather than “Resilient” Object Hit Points profile (DMG p.247).
The following types of Alchemical Satchel Charges exist, and you can mix and match as you see fit while crafting so long as you meet the materials requirements:
Tar Satchel: On a hit, the target takes 1d6 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a Dexterity check to extinguish the flames, with a save DC equal to 8 + your Intelligence modifier + proficiency bonus. Crafting Focus: Vial of Alchemist’s Fire.
Acid Satchel: 2d6 acid damage. Crafting Focus: Vial of Acid.
Fire Satchel: 2d6 fire damage. Crafting Focus: Flask of Oil + Charcoal + Bat Guano.
Stun Satchel: 1d6 Bludgeoning & a Constitution Save versus the Deafened condition (DC 8 + your Intelligence modifier + proficiency bonus). Crafting Focus: Flask of Oil + Bat Guano.
Smoke Satchel: This area becomes heavily obscured; creatures suffer from the Blinded condition when trying to see something in this area, unless they have Blindsight or can magically see through darkness (e.g. Truesight). Crafting Focus: Sugar + Flask of Oil + Bat Guano.
Poison Satchel: 1d6 Poison damage & a Constitution Save versus the Poisoned condition (DC 8 + your Intelligence modifier + proficiency bonus). Crafting Focus: Vial of Basic Poison.
Flash Satchel: 1d6 acid damage & a Constitution Save versus the Blinded condition (DC 8 + your Intelligence modifier + proficiency bonus). Crafting Focus: Vial of Perfume + Flour.
Improved Alchemical Satchel Charges
By 13th level, through careful study, you’ve refined your Alchemical Satchel Charge craft, making charges more potent and less volatile. They now add an additional die of their given damage dice type, and you can now detonate a charge as a Readied Action, and up to 60 feet away, using such remote trigger mechanisms as a cord of silken line or special whistle, now included in the normal crafting process.
Unactivated charges now detonate at most 1d20 minutes (rolled by the DM in secret) after being deployed, instead of at the end of your turn. You cannot stack multiple charge effects in the same attack; if for some reason more than one charge would go off at a time, the DM chooses one applicable effect and radius, and only that one takes place.
Additionally, your Alchemical Satchel Charges gain the Thrown property, with a range of 20/60 feet, and count as a magical attack for the purposes of overcoming damage reduction. Also, as a normal action, you can deploy an Alchemical Satchel Charge with a Proximity Tripwire affecting a 10 foot line, at least one point of which must contact the charge. Any creature tripping the wire sets it off for its radius; affected creatures must roll versus a Dexterity Save DC equal to 8 + your Intelligence modifier + proficiency bonus for half damage, rolling further saves to avoid any relevant condition effects applicable to the specific charge. Attempts to conceal lain Alchemical Satchel Charges and Proximity Tripwires use normal Deception, Investigation, Perception, Sleight of Hand, Stealth, and Trap rules.
At 17th level, you have mastered the art of sudden demolition and assault maneuvers. Your Alchemical Satchel Charges add a further additional die of their damage dice type. When you deal damage to Objects with alchemical devices, you add your Sneak Attack Dice to the damage to those Objects. In addition, on your turn, if you have damaged an Object with an Alchemical Satchel Charge this turn, you can move up to your speed afterward as a Bonus Action; while doing so, you may treat destroyed windows, walls, doors, and gates as regular terrain instead of difficult terrain.
I hope you enjoyed my first homebrew path! Give it a share if you liked it, and let me know in the comments your feedback so I can improve it. I publish new posts on Tuesdays In the meantime, I post original D&D memes and writing updates daily over on my site’s Facebook Page. Also, if you want to keep up-to-date on all my posts, check the finally functional Newsletter Sign-Up widget to receive email notifications when I release new posts. A big thanks as always to my Patrons on Patreon, helping keep this project going: Anthony, Geoff, Kelly, and Rudy. Thanks for your support!