Ryoko's Guide to the Yokai Realms, pg 186
The secrets of hanabi, alchemical fabrications that explode in dazzling arrays of light and sound, are some of the most well-guarded of any of the artificing guilds. However, no ship is entirely without leaks, and well-kept secrets fetch a high price. Whether from a jaded pyrotechnician, stolen formulae, or enough coin in the right hands, some enterprising individuals learn these clandestine secrets. Known as Tamaya, such rogues use the pseudo-magic of fireworks as weapons to supplement their gunpowder-fuelled toolbox, sending enemies spiraling into disarray and chaos. Using artifice and ingenuity, these masters of thunder, fire, and smoke prove true the old adage: sufficiently advanced technology is indistinguishable from magic.
Optional Proficiencies. Rogues can have proficiency with the following new weapons: chakram, sai, shuriken, tessen, and tonfa.
Pyrotechnician
3rd-Level Tamaya Feature
You are adept at crafting explosives and pyrotechnics from simple ingredients. You gain proficiency with magitech firearms*, as well as with two artisan’s tools of your choice.
*See page 60
Spellbombs
3rd-Level Tamaya Feature
You have mastered the skill of crafting tiny orbs that, using natural chemicals and sophisticated mechanisms, can replicate magical effects: spellbombs. You have a unique resource you use to craft these bombs: hanabi points. You have a number of hanabi points equal to your rogue level, and you regain all expended points when you finish a long rest.
Over the course of 10 minutes, you can choose one spell from the Tamaya Spellbombs table and store its effects within an armed, nonmagical spellbomb. Constructing a spellbomb also expends hanabi points, as shown in the Tamaya Spellbombs table. Spellbombs weigh half a pound and disintegrate harmlessly when their creator finishes a long rest.
A creature can use its bonus action to throw a spellbomb up to 60 feet. They are harmless unless detonated. You can use a reaction at any time to detonate a spellbomb that you created whenever it is within 60 feet of you. When a spellbomb detonates, the spell contained within comes into effect, centred on the point at which the spellbomb detonated. If that spell requires concentration, it lasts for the full duration or until it is dispelled.
Spellbomb Ability. Intelligence is your ability for your spellbombs. You use your Intelligence whenever a spellbomb’s effect refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a spellbomb you detonate.
Tamaya Spellbombs
| Rogue Level | Hanabi Point Cost | Spells |
|---|---|---|
| 3rd | 0 | prestidigitation, smokescreen*, thaumaturgy |
| 3rd | 1 | entangle, faerie fire, fog cloud, grease, sleep |
| 5th | 3 | calm emotions, darkness, shatter, silence, spike growth, web |
| 9th | 5 | hypnotic pattern, flashbang*, mireball*, stinking cloud |
| 13th | 7 | blinding radiance*, confusion, ice storm, wall of fire** |
| 17th | 9 | cloudkill, eruption*, insect plague, mass cure wounds |
*See Chapter 13 - Spells
**Ringed wall only
Initiative Shift
9th-Level Tamaya Feature
You are adept at using sound, light, and smoke to get the drop on your enemies. When you roll initiative, you can use your reaction to throw out a disorienting barrage of flashbangs and smoke at a point within 60 feet of you. Each creature of your choice within a 20-foot-radius sphere centered on that point must make a Wisdom saving throw against your spellbomb save DC. On a failed save, a creature takes a -10 penalty to its initiative roll.
Spellbomb Adept
13th-Level Tamaya Feature
Through extensive exposure to the raw, volatile components of spellbombs, you are inured to their worst effects. You are immune to damage from your own spellbombs and automatically succeed on saving throws to resist their effects.
In addition, you can use an action to detonate a spellbomb that you created that is within 1,000 feet of you.
Hanabi Primer
17th-Level Tamaya Feature
As an action, you can expend 3 hanabi points to set and conceal a special explosive spellbomb either upon a surface (such as a table, a section of floor, or a wall) or within an object that can be closed (such as a book or a chest). The spellbomb is nearly invisible and requires a successful Intelligence (Investigation) check (DC equals 8 + your proficiency bonus + your Dexterity modifier) to be found. You decide what triggers the bomb to detonate when you create it. Typical triggers include touching or standing on the bomb, removing an object covering it, approaching within a certain distance of the bomb, or manipulating the object that holds the bomb.
You can further refine the trigger so the bomb detonates only under certain circumstances or according to physical characteristics (such as height or weight), creature type or kind (for example, the bomb could be set to detonate in the presence of Aberrations or drow), or alignment. You can designate a number of creatures equal to your proficiency bonus to not trigger the bomb under these circumstances when you set it.
When triggered, the spellbomb detonates with deafening force in a 20-foot-radius sphere. The sphere spreads around corners. Each creature in the sphere must make a Dexterity saving throw against your spellbomb save DC. A creature takes 6d6 thunder damage and 6d6 acid, fire, lightning, or poison damage (your choice when you set the spellbomb) on a failed save, or half as much damage on a successful one.
When you create a hanabi primer, any previous primers you have created using this feature disintegrate harmlessly. Once you use this feature, you can’t do so again until you finish a long rest.