Base Class: Rogue
You have been trained in the field of sabotage. Those that become saboteurs can do so for a wide array of reasons: hired mercenaries, agents,and rebels that fight back by throwing wrenches into the machinery of their oppressors. Saboteurs utilize highly adaptable explosives to get the job done.
Saboteur Proficiencies
Starting at level 3, you are proficient with ranged Improvised Weapons such as Alchemist's Fire, Acid, and similar thrown weapons. Additionally you have expertise on any skill rolls to disarm and disable devices, traps and other mechanisms using your thieves’ tools.
Saboteur Bombs
When you choose this archetype at 3rd level, you learn to build small custom made bombs. During a long rest you can create up to 3 Saboteur Bomb Primers, which last until you take a short rest. A creature you target must succeed on a Dexterity saving throw or be effected by the bomb (detailed below). The save DC for your Saboteur bomb equal 8 + your proficiency bonus + your Intelligence modifier.
Saboteur Bomb
adventuring gear (consumable)
Category: Items
Damage: Determined by effect
Damage Type: Determined by effect
Properties: Improvised Weapons
Range: 30
Save: Dexterity
Weight: 1
When you use an action or cunning action to throw the Bomb you ready the primer as an item interaction. As you ready your bomb you can choose 2 of the following effects that the bomb will have (you can choose the same effect twice):
- Explosive: The target takes 1d6 acid, cold, fire, or lightning damage on a failed save. You cannot choose different damage types when choosing this effect more than once.
- Volatile: The radius of the bomb's effect is increased by 5 feet. This effect must be chosen with another effect.
- Glue: On a failed save the target's speed is reduced by 10 ft until the end of it's next turn.
- Distract: The target's first attack during its next turn is made with disadvantage. If this effect is chosen twice, the target is blinded until the end of its next turn instead.
Alternatively you are able to set up your bombs. It takes 1 minute to set up one bomb and will be triggered by a creature stepping on it, triggering a mechanism you have access to, or opening a door. To rig an object with a bomb you need to be within 5 feet of it. A creature must succeed on a perception check to find the bomb. The DC for this check is equal to 8+ your proficiency bonus + your Intelligence modifier.
Better Bombs
Starting at level 9, you have become much better at creating Saboteur Bombs. You now choose these effects when priming a bomb:
- Explosive: The target takes 2d6 acid, cold, fire, lightning, or thunder damage on a failed save. You cannot choose different damage types when choosing this effect more than once.
- Volatile: The radius of the bomb's effect is increased by 10 feet. This effect must be chosen with at least one other effect.
- Glue: On a failed save the target's speed is reduced by 20 ft. until the end of it's next turn. If this effect is chosen twice the target becomes restrained until the end of it's next turn.
- Flash: The target is blinded until the end of its next turn. If this effect is chosen twice the target is stunned until the beginning of its next turn.
Additionally your Saboteur Bombs now deal double their damage to objects and structures.
Bomb Mastery
At level 13 you have mastered the art of Bomb Crafting. You can now choose 3 effects when priming a Saboteur Bomb. Additionally you now create up to 4 Bomb Primers per short rest.
Master Saboteur
Once you reach level 17, you can now choose 4 effects when priming a bomb, can set up your bombs as an action, and create up to 5 Bomb Primers per short rest.
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