Lvl 3- Expressive Explosives:
Your constant tinkering with your explosive children has led you to be able to change them for your benefit. You gain 1 Universal powder upgrade, 1 Damaging power upgrade, and 1 Support powder upgrade from the list at the end of the sublcass. As a DTA, you may spend 1DT and roll a Alchemist's tools check on a number of bombs equal to half your [Class] Level rounded down+ your INT modifier. The CG changes based on what tier of bomb you are upgrading( Common- 18, Greater, 23, Superior, 28. Supreme 34). On a success you may add one of the powder upgrades to these bombs and only one powder upgrade may be added per bomb.
You gain an 1 additional powder type from any of the powder lists when you gain another subclass feature. As well at 10th, 13th, and 20th level you may add an additional powder property onto a modified explosive you create.
Extreme Powder: Any bomb with extreme powder can pierce an amount of DR equal to the rarity of the explosive. Common 10 DR pierce, Greater: 25 DR pierce, Superior: 55 DR pierce, Supreme: 75 DR pierce
Lingering Powder: A bomb affected by lingering powder leaves an effect in the radius it would've affected. Any creature that starts their turn there or walks into it for the first time on their turn must make the proper save or take the effect. This lingering effect does half damage
Popping Slug Powder: Any bomb with popping slug powder gains additional damage equal to it's rank. Common: +2, Greater: +4, Supreme: +6, Superior: +8
Heightened Powder: Any bomb created with heightened powered has it's DC increased depending on the rank. Common: +1, Greater: +2, Superior: +3, Supreme: +4
Restorative Powder: Restorative powder can be added onto any healing consumable and allows those consumables to add any excess healing done as Temp HP. This also adds 1 extra dice to the roll when determining HP gained.
Energized Powder: Energized powder can be added onto any energy consumable and allows those consumables to add any excess energy gained as Temp EP. This also adds 1 extra dice to the roll when determining EP gained.
Burst Powder: Any bomb with burst Powder can be thrown an additional 30ft and has it's range extended by 5ft.
Protective Powder: Any bomb with protective powder allows whoever was hit with the explosive to gain DR equal to the rank of the consumable used. Common: 5 DR Greater: 10DR Superior: 20DR, Supreme: 35DR
Dampened Powder: A bomb with dampened powder has the DC goes up by the half the number of dice rolled for the explosive but the bomb now does no damage.
Shockwave Powder: A bomb with shockwave powder adds on deafened on a failed saving throw.
Fear Toxin/Philter Powder: A bomb with fear toxin adds frightened for one round on a failed save and philter powder adds charmed on a failed save.
Chalk Powder: Any bomb with chalk powder added to it reduces speed for anyone that fails the saving throw. Common: 10ft, Greater: 20ft, Superior: 35ft, Supreme: 50ft
Lvl 6- Explosives Mastery:
Through your constant work in the land of explosions, you've found your niche and are sticking to it. Once you hit 6th level, you gain one of the following explosives mastery types which can only be changed each time you would gain a feat in this class.
Tightly Packed: You've figured out a way to put more bomb in your bomb. The damage die you roll for each explosive increases by 1 size.
Conditional Expert: What matters most to you are the conditions you can inflict on others. Instead of gaining 1 rank of a condition when someone fails a saving throw against your explosive, they gain 2.
Distracting Thrower: You've grown experienced in sleight of hand and can lead others attentions away whenever you throw a bomb, causing them to be unprepared for it. Any bomb you throw has it's DC increased by half of your proficiency(rounded up.)
Quick Modifier: Your hands have grown accustomed to modifying your craft which allows you to create modified bombs at an even faster rate. You may now make 2 additional explosives per DTA
Lvl 6- Focus point; Cherry Bomb
Your focus can now apply to your explosives tendencies in an exciting new way. You may spend 2 Focus points to turn one of your bombs into 2 "cherry bombs". These bombs can be used as if it was one bomb in any feature, attack, or otherwise which would require it. These bombs have a -3 to DC and half of the damage dice of the bomb it was based on but have the same effects on a failed saving throw. if split this way, whatever bomb used is expended on use of this focus move. (edited)
Lvl 10- Expressive Insight:
Your expressiveness knows no bounds and has found it's way to creating explosives that can build up rather than destroy. As a DTA, you may spend 1DT and roll a Alchemist's tools check on a number of bandages or cola equal to half your [Class] Level rounded down+ your int modifier. The CG changes based on what tier of consumables you are upgrading (Common- 18, Greater: 23, Superior, 28. Supreme 34). These throwables can be have a range equal to 30 feet + your Strength modifier x 5. These consumables can be modified exactly like your Expressive Explosives but have reduced DCs (Common- 15, Greater: 20, Superior: 24, Supreme: 29). Upgrades on these pull specifically from the Defensive Powder list and you know all of those upon gaining this level. The rank of consumables you can make into explosives matches the ranks you would normally have at this level.
Lvl 13- Outer Shell
During your creations of Expressive Explosives, you've now learned to put materials in your explosives to vary and increase the damage potential. During a DTA which creates any modified bomb, you may spend a metal or leather which has an affinity and add it to the new modified bomb. This addition increases the CG by 3 but on a success, adds additional damage according to the spent metal or leather's affinity depending on the rank. Common: 2d6, Greater: 4d6, Superior: 6d6, Supreme: 8d6.
Lvl 17- Concoctive Creation
After careful examination of your explosive arsenal. You've realized you don't have access to some damages other's have. As a DTA, you can create Bombs of Psychic, Radiant, and Necrotic energy. You can make a number of explosives of these types equal to your proficiency bonus + your Intelligence modifier. The damages of these bombs follow the d6 damage rolls of other bombs and the CG is the same as the CGs for creating Expressive Explosives.
Radiant Bombs: Con save or gain 1 rank of Dazzled.
Necrotic Bombs: Con save or gain 1 rank of Decayed.
Psychic bombs: Con save or gain 1 rank of Maddened.
Lvl 20- Explosive Finale
Your explosions now paint the picture of death and creation, the balance between madness and breakthrough. Your CG for creating Expressive Explosives and Outer Shells are decreases by 4. As well, you may now throw an additional explosive as a bonus action which has it's DC increased by 2.