Halfling Saboteur
Charles Grit – Alchemist Saboteur
Physical Description
A wiry halfling with soot-streaked goggles, a leather bandolier of vials, and a singed red scarf tucked under his chin. Charles’s fingers are stained from chemicals, and his pack clinks ominously with glass. He’s quick-footed, wide-eyed, and always smells faintly of sulfur and vinegar.
Personality and Motivation
Charles lives for the boom. Equal parts scientist and prankster, he thrives in chaos and sees war as an opportunity to test his volatile creations. He’s fiercely loyal to his people and views sabotage as a noble art. Never one to stick around after a big bang—he lets his bombs speak for him.
Fighting Strategy
Charles uses terrain and chaos to control the battlefield. He lobs acid bombs to corrode armor, smoke bombs to vanish, and proximity explosives to deter melee fighters. His ideal fight is one where the enemy never gets close enough to swing a weapon.
Sats
- Armor: Leather + Bracer Shield (AC 15)
- HP: 65 (10d6 + 30)
- Speed: 30 ft.
Bonuses
- Initiative Bonus: +5
- Saving Throws: Dex +7, Int +6, Con +5
- Attack Bonus: +6 ranged (bombs), +4 melee (dagger)
- Skills: Sleight of Hand +7, Stealth +9, Investigation +6, Arcana +6, Acrobatics +6
- Resistances: Fire, Poison (from constant exposure)
- Vulnerabilities: Thunder (sensitive ears from years of blasting)
Traits
- Halfling Nimbleness. Can move through the space of any creature larger than himself.
- Brave. Advantage on saves against being frightened.
- Saboteur’s Escape. When Charles takes damage, he can use his reaction to drop a Smoke Bomb (see below) and move up to 15 ft without provoking opportunity attacks. (Recharge 4–6)
- Tinker’s Belt. Carries up to 6 crafted bombs; regains all bombs after a short or long rest.
- Quick Fingers. Can use a bonus action to interact with a device, plant a trap, or light a fuse.
Bombs & Devices (Charles can have up to 6 bombs prepared per day. Mix & match from below.)
Alchemical Fire Bomb
- Ranged Weapon Attack: +6 to hit, range 30/60 ft.
Hit: 3d6 fire damage, plus 1d6 at the start of the target's next turn.
Miss: Still explodes in a 5-ft radius, dealing 2d6 fire damage (Dex DC 14 for half).
Acid Vial
- Ranged Weapon Attack: +6 to hit, range 30 ft.
Hit: 3d6 acid damage and target’s AC is reduced by 1 (stacking, to max -3) until end of Charles's next turn. Constructs and armored targets have disadvantage on the save.
Smoke Bomb
- Creates a 10-ft-radius heavily obscured area that lasts 1 minute or until dispersed by wind. Creatures inside are blinded. Charles does not provoke opportunity attacks when leaving it.
Shrapnel Charge (Plant, 1 action)
- After 1 round, explodes in a 10-ft radius. Creatures must make a DC 15 Dex save or take 4d6 piercing damage and bleed (1d4 damage per turn until healed). Can be set as a trap or thrown.
Boom Boom Flask (2-slot bomb)
- Ranged Weapon Attack: +6 to hit, range 60 ft. On hit or impact, explodes in a 15-ft radius.
- Each creature in range must make a DC 15 Dex save or take 6d6 fire damage (half on success). Structures take double damage. One of Charles’s signature moves.
Actions
- Bomb Toss (Multiattack). Charles throws two bombs per turn from his active list (mix & match).
- Dagger. +4 to hit, 1d4+2 piercing. Only if desperate.
Bonus Actions
- Detonate Trap (Range 60 ft). Trigger any bomb or device Charles has placed within range.
- Quick Fuse. Prime a shrapnel or boom bomb instantly and toss it .