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Demolitions Specialist

Proficiencies gained:

  • Level 1 training in Weapon Proficiency Training: Rocket Launchers, Raw Explosives.
  • Save Training Level 1 in Intelligence Saves.
  • One level of training in Science and Intimidation.
  • Demolitions Kit (Tools) - the sapper's bundle of electric and non-electric blasting caps, time fuse and det cord, crimpers, clackers and firing devices, galvanometer, spools of firing wire, electrical tape, shaped-charge and breaching templates, and non-magnetic EOD probes. Proficiency covers calculating charge weights, priming and dual-priming charges, constructing improvised and breaching charges, safe storage and handling, and basic render-safe procedures on found devices.

Deadly Demolitionist (3rd)

When rolling damage for a Rocket, Grenade, Grenade Launcher, Mine, or Raw Explosive, any maxed dice add +1 damage die each (those extra dice do not generate more).

Explosive Bag (7th)

See Demolitions for the full catalog of charges, initiators, and accessories.

Access to an Explosives Bag from the ASP. You may carry 5 items (10 at 10th level). Available items:

  • Bow Tie: Small bow-tie-shaped det cord charge. Gain advantage and +20 to the Strength check to break a lock. Timed charge.
  • X Charge: 1.5 ft X of det cord. Gain advantage and +20 to the Strength check to break down a door. Timed charge.
  • 5 Blasting Caps, 1 Clacker, and 500 ft of wire.
  • Remote and 2 remote blasting caps.
  • 0.5 kg Block C4: Can be split; see Raw Explosives.
  • 4 ft Detonation Cord: Can be split; see Raw Explosives.
  • Sticky Grenade: See Raw Explosives.

Specialization (10th)

Choose one of the following specializations.

Demolitionist

Gain resistance to all force damage. You may bring 10 items in your Explosives Bag.

Combat Engineer

You have advantage on checks to detect and disarm explosives or traps. During a short rest, with available materials, you may build field fortifications: chosen 5-ft squares in a 20-ft line become three-quarters cover. You may deploy up to four items from your Explosives Bag as a concealed minefield - each triggers on movement within 5 ft.

AT Specialist

When attacking with a Rocket Launcher or other anti-tank weapon, you ignore all cover short of full cover. Your rockets and AT rounds deal one additional damage die against vehicles, emplacements, and objects. Reload time for rocket launchers is halved.

Rocket Expert (15th)

Hits with Rocket Launchers count as critical.

Explosive Master (18th)

All Raw Explosives set by you that don't fail are a Critical Success.