Breacher (Homebrew)
Hit Points
Hit Dice: d4 per Breacher (Homebrew) level
Hit Points at first Level:
Hit Points at Higher Levels:
Proficiences
Armor:
Weapons:
Tools:
Saving Throws:
Skills:
Overview & Creation
Many rogues choose to be simple stealthy thieves, others choose to focus on just getting in, by any means necessary. These rogues spend their time studying the magic of creating new pathways through physical barriers.
Rune of Breaching
When you take this subclass at 3rd level you've learned a rune of power that you use to break through walls. As an action, you touch a creature or an object that isn't being worn or carried.
Creature. Make a melee spell attack against the creature. On a hit, the target takes 2d6 fire damage as you emblazon a magical rune on the target. You can use your bonus action to reignite the rune if the target is within 30 feet of you, dealing 1d6 fire damage to the target. The rune ignites flammable objects in contact with it that aren't being worn or carried. In addition, you can use your Sneak Attack against a creature that bears this rune even if you don't have advantage on the attack roll, but not if you have disadvantage on it.
Object. A magical rune appears at your touch. You can use another action to ignite the rune if it is within 30 feet of you, causing it to explode. Creatures within 10 feet of the rune must make a Dexterity saving throw. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one. The object the rune is emblazoned on takes double damage. The rune disappears as soon as it ignites.
Intelligence is your spellcasting modifier for this feature, since you learned the rune through memorization. Your spell attack modifier and saving throw DC are calculated as follows:
Spell attack modifier = your proficiency bonus + your Intelligence modifier Spell save DC = 8 + your proficiency bonus + your Intelligence modifier The rune lasts for 1 minute or until you use this feature again.
Runic Locksmith
Starting at 7th level, you've learned how to inscribe a rune that can open any locked objects. It takes 10 minutes to inscribe the rune, once it is complete, you cast the knock spell requiring no components. When cast in this way, the sound created by the spell is muffled, making it audible only as far away as 30 feet. Once you use this feature, you cannot use it again until you complete a short or long rest.
Sensational Touch
When you use your Rune of Breaching on an object, you can touch the rune to get a sense for what lies beyond. At 13th level, while you are touching your rune and it is on an object that is touching the ground, you gain tremorsense out to 30 feet. When you use your Rune of Breaching on a creature, you know their location as long as they are within 30 feet of you. You do not have disadvantage on weapon attacks against the creature if you cannot see them.
Combat Ignition
When you reach 17th level, you've learned how to cause explosive chaos in the midst of a battle. When you hit a creature or object that bears your Rune of Breaching with a weapon attack, you can cause the rune to ignite. When you ignite your rune in this way, the target takes an extra 4d6 fire damage and each creature within 10 feet of it must make a Dexterity saving throw, taking 2d6 fire damage on a failed save, and half as much damage on a successful one. If you are within 5 feet of the target when the rune ignites, you automatically succeed on the saving throw, and you can move up to half of your speed without provoking opportunity attacks as part of the same action. If this feature is used on an object, treat the damage dice as having rolled their maximum value before doubling the damage. You can use this feature a number of times equal to your Intelligence modifier. You regain all expended uses once you finish a long rest.