Revolutionary

> You can not make a revolution with silk gloves. - *Joseph Stalin*
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The android takes a break to light another cigarette, ashing the last one in her empty glass of scotch. She turns up the pop song playing in her River North penthouse, paid for by the work she's doing now. She takes a long drag for the cigarette taking stock of an upper class apartment decorated mainly by ammo reloading equipment. It suited her. She lights another cigarette, tossing the butt into the glass. Maybe some other ammo pressers would avoid open flames while working with gunpowder, but an artist at her level knows to keep the powder in an airtight container. She readjusts the magnifier on here eyes while she ensures the mix on the incendiary 7.62 round was correct, people are paying for quality here, might as well hold up your end of the bargain. She drops the finished round in the box with the others, kicking her feet up while thinking about where this round would end up. Cheating husband? Gangbanger? The shooter's skull? Who cares, she thinks, as she dumps the impromptu ashtray and pours another scotch. As long as there money spends, they could shoot anyone but her with this round.

The technician cracks their second beer of night, PBR, nothing fancy. Most of their weekend budget had been burnt paying for the pet project sitting on the living room table in front of them. A three pound block of Semtex surrounded by two artillery shells wrapped up in a early 2000's cell phone. Two rings from an incoming call and two city blocks will cease to exist. Wherever they decide to plant it, this will be the fourth bombing in as many weeks. The police still won't be able to determine a motive, a list of targeted individuals, or a potential next target. Eventually, Padlock Military Services will attribute the bombings to a leftist group based out of DePaul University. The bombings won't stop, fourteen students will end up graduating from a black site in Homan Square, and Padlock will secure an additional nine figures in city funding. Why did the bomber do what they do? Who knows, maybe they just hated Mondays.

The battle is fought with bullets and explosives and is won with better bullets and bigger explosions. Do your part and provide both of those to your teammates.

## Class Feature

### Tinkerer

You start with the amount of Tinker Toys based off of your intelligence modifier. You can use these to create specialty ammo//explosives. Whenever you go to take a short or long rest, you can tinker more Detonators with your Tinker’s Tools. On a short rest, you can roll a d4, and restore that many Detonators. At 6th, 12th, 18th, and 20th, the number of dice increases by 1 and your total amount of detonators increases by 2. For example, during a short rest at 12th level, you can restore 3d4 Detonators, instead of 2d4 at 6th level. On a long rest, you work until you are fully stock up with Detonators.

* Apprentice Tinkerer
	+ Short Rest //1d4
* Junior Tinkerer
	+ Short Rest // 2d4
* Tinkerer
	+ Short Rest // 3d4
* Advanced Tinkerer
	+ Short Rest // 4d4
* Master Tinkerer
	+ Short Rest // 5d4
* Godlike Tinkerer
	+ Short Rest // 6d4

## Mad Bomber Features

### Danger Close

Being so close to explosives, you know how dangerous they can be. As such, you come prepared for them. While wearing Light Armor, starting at 1st level, you add 2 to your AC, and if you would take damage from one of your explosive devices, you only take half damage.

### Sticky Bombs

Creating explosive traps is a key point of a Grenadier. You learn to attach a sticky coating to your explosive devices, making them sitting time bombs. Starting at 2nd level, you can take an action to stick an explosive device on a creature or a flat surface. If a new creature enters the device’s blast radius, it explodes. If the creature did not spot the explosive before it explodes, they roll with disadvantage to your explosive save.

### Lie in Wait

A mine is the most unseen type of explosive, and as such, you know where to hide bombs to where they can be optimized and hit as many enemies as possible. Starting at 6th level, whenever your Explosive Device hits a creature, you can throw another bomb as a bonus action. You can only use this feature once during your turn.

### Boobytrap

At 8th Level, you can use a detonator to boobytrap an object with an improvised explosive, rigging it to detonate as soon as it is touched. If anyone but you touches that object before you disengage it, they must succeed on a Dexterity saving throw or take 2d4 force damage.

### Cross Specialization

At 8th Level, you can begin crafting Hacker specific explosives. All will cost ??? Detonators until ?? Level.

### The Drunken Scotsman Technique

As a Grenadier, height is your best friend, and sometimes, explosives are the best way to get up there. Starting at 10th level, you become immune to any explosive device you throw, and you can use your reaction after being affected by your own explosive device to jump 30 ft in the air and use an attack as a bonus action.

Once you use this feature, you must finish a short or long rest before you can use it again.

### Clay Pigeons

At 14th level, as a reaction, you can take a ranged attack with disadvantage on anyone launched by one of your explosives.

### Increased Specialization

At 16th level, all explosives only need 1 Detonator to craft. Go crazy.

### Judgment of the Elders

Your Explosive Devices are now crafted to leave no hope of surviving, and anything around you will be gone at the end of combat. Starting at 18th level, when you hit multiple creatures with 1 Explosive Device, you can use 2 detonators to double that damage dealt.

### Tracking Bombs

Why worry about missing your explosives when they go right to your targets? Starting at 20th level, when you throw an Explosive Device at an enemy, you can expend 1 Detonator to add +10 to the attack roll, and if the attack hits, you can add +5 to the damage roll of the first hit.