DUNGEON
CRAWLER WORLD

Sub-Classes / Campaign reference

Agent Provocateur

Updated November 1, 2026

SYSTEM NOTE: AGENT PROVOCATEUR

You start riots professionally: explosives, fistfights, and a talent for being nowhere near the blast when the guards arrive. Management would like to know who you are working for. So would you.

Parent class: Rogue
Feature levels: 3, 9, 13, 17

Agent Provocateur shares its level-3 foundation with Revolutionary, then follows its own progression.

Features

Level 3 — Improvised Expertise

Gain proficiency with Tinker’s Tools. Your Unarmed Strikes can use Dexterity for attack and damage and deal 1d6 + Dexterity modifier Bludgeoning damage. They qualify for Sneak Attack when its other requirements are satisfied.

Level 3 — System Charges

After a Long Rest, prepare a number of charges equal to your Intelligence modifier, minimum one. They function only for you and expire when you finish your next Long Rest. As an action, expend one to detonate at a point you can see within 60 feet. Creatures in a 5-foot-radius Sphere make Dexterity saves against 8 + PB + Intelligence modifier. They take 2d6 Fire damage on failure, half on success. Damage becomes 3d6 at Rogue level 5, 4d6 at 11, and 5d6 at 17. Charges do not deliver Sneak Attack and cannot be sold or stockpiled.

Level 9 — Controlled Demolition

Add your Intelligence modifier, minimum 1, to charge damage. Exclude one creature you can see from each blast.

Level 13 — Remote Trigger

As an action, place a charge within reach. Within the next hour, use a Bonus Action to detonate it while within 120 feet. Only one charge can remain armed.

Level 17 — Grand Demolition

Once per Long Rest, make a charge’s radius 15 feet and add 4d6 to its damage. Controlled Demolition can exclude up to your Intelligence modifier creatures, minimum one.

Notes

No path grants money for manufactured kills or real-world bomb recipes.