Demolitions

The **Demolitions** or **Demo** is an under construction class that will have 9 levels of grenade crafting and usage.

## Class Traits

### Proficiencies

**Armor**: Light, Medium and Heavy

**Weapons**: Light, Medium and Heavy

**Tools**: Any 2

**Saving Throws**: Strength and Constitution

**Attack DC**: 10 + your Proficiency + your Intelligence Modifier

### Starting Equipment

* Salvaged Armour Plating, Padded Armour or Steel Armour
* Hunting Rifle or Hunting Shotgun
* 9mm Pistol or .357 Revolver
* Mk I Grenade Launcher
* 30 Rounds of Light Rifle Ammo or 20 Shells
* 30 Rounds of Pistol Ammo or 15 Rounds of Heavy Pistol Ammo
* Simple Melee Weapon

## 1st Level

### Explosives

As the Demo's main class feature, they have access to a large amount of explosives. At the end of a Long Rest, you can prepare a number of Explosives equal to your Demo Level plus your Intelligence Modifier.

As an Action on your Turn, you can throw or launch a Grenade. When you do so, choose a Grenade you've prepared for that day and a Grenade Tier you have available. The range for your Grenade Throw is equal to 30 + 5 x your Strength Modifier, or your Launcher's Range + 5 x your Intelligence Modifier if you are using one.

### Hit the Deck

You have Advantage on Dexterity Saves against Explosives, and *Resistance II* to any of the Damage dealt by your own Explosives.

## 2nd Level

### Demolition Points

At 2nd Level, you gain access to Demolition Points. These points are core to some of the extra features of your class, and allow you to do many things. You have an amount of Demo Points equal to your Intelligence Score plus your Level. You regain all Demo Points upon completing a Long Rest.

Using Demo Points, you can regain spent Grenade Slots according to the table below. As well as this, you can convert a Grenade Slots into Demo Points for use in other abilities.

 2nd Level
 3rd Level
 4th Level
 5th Level

## 3rd Level

### Smart Bombs

At 3rd Level, you gain the ability to twist your Explosives to be far more effective in certain situations. You gain the ability to expend Demolition Points to enhance your Explosives. You may choose 3 options below to learn as Smart Bomb options, and you learn another option at 7th, 13th and 17th Level.

* **Boosted Explosive**- When you roll damage for an Explosive, you may expend one Demo Point to reroll any number of the damage dice.
* **Extended Effect**- When you use a Grenade with a duration, you may expend one Demo Point to double the duration of the effect (to a maximum of 24 hours).
* **Longshot**- When you use a Grenade that has a range from either your throw distance or a Launcher, you may choose to expend one Demo Point to double the range.
* **Overpowering Effect**- When you use a Grenade that forces a Saving Throw, you may expend three Demo Points to impose Disadvantage on a character's Save.
* **Quickfire**- When using a Grenade that requires an Action to use, you may expend two Demo Points to change the use time to a Bonus Action. When you do so, you may still use a Grenade as an Action on your turn but the combined levels of the two Grenades cannot exceed 9 and you must be using a Grenade Launcher with a capacity of two or greater.
* **Remote Detonation**- When you use a Grenade, you can expend a Demo Point to set it to detonate remotely. When you do so, choose whether it is timed or requires manual triggering. Triggering the Grenade requires an Action or Reaction. You can detonate a number of Grenades equal to your Intelligence Modifier at once, although the combined level cannot exceed 9.
* **Shaped Charge**- When you use a Grenade that forces a Saving Throw, you may expend one Demo Point to shape the explosive so that it does not affect some characters within range as badly. Choose a number of characters up to your Intelligence Modifier, and these characters automatically Succeed on their Save.
* **Wide Blast**- When you use a Grenade with a blast radius, you may expend an amount of Demo Points equal to the Grenade's Level to increase the blast radius by 10ft.

## 4th Level

### Ability Score Improvement

Functions as 5e. Feats are available to take instead as per usual. You gain this Ability again at 8th Level, 12th Level, 16th Level and 19th Level.

## 6th Level

### Grenade Speciality

At 6th Level, you gain a preferred Grenade type. Choose a damage type from the list below:

* **Fire**
* **Bludgeoning**
* **Slashing**
* **Lightning**
* **Thunder**
* **Poison**

When you use a Grenade that deals your preferred damage type, you may add your Intelligence Modifier to one of the damage rolls for that Grenade. As well as this, you may expend one Demo Point to gain *Resistance II* to your preferred damage type for one hour.

## 14th Level

### Volatile Cores

When you force a target to make a Saving Throw against an effect, if they roll a Natural 1 on a d20 they take **Critical Damage** from your effect if it deals damage. In addition, your Grenades have a guaranteed extra 5ft of range.

## 18th Level

### Moon Launch

When you directly hit an enemy with a Grenade, either through a Strike Roll or through placing the explosive at their feet, you may choose to force them to make a Dexterity Saving Throw against your Attack DC. On a Failure, they are launched 60ft vertically and horizontally in a direction of your choice. **You may apply this effect to yourself and purposefully fail the save**.

## 20th Level

### Bite the Dust

When you start combat with less than half your Demo Points, you regain an amount to restore you to half of your Maximum Demo Points.