Rogue
Base Class: Rogue

A Rogue that specialises in sabotaging complex machines, using traps to manipulate the battlefield, and alchemical cunning to craft deadly bombs.

Industrial Sabotage

At 3rd Level, work in workshops and around constructs has helped you learn enough artifice and alchemy to suit your plans of sabotage.

You gain proficiency with Alchemists' Supplies and Tinkers' Tools.

 

As an action you are able to prepare, throw (as part of the attack action), place or activate a tiny single use explosive, trap or other device of sabotage. It is made of a combination of alchemy supplies and other suitable materials. 

 

You can have a number of devices prepared equal to your combined Proficiency Bonus and Intelligence Modifier (Minimum of 1) at any given time, and can disarm or deactivate a device you are touching as a free action. 

 

When preparing a device you decide if is intended to deal damage and if so what type (Bludgeoning, Piercing, Slashing, Fire or Thunder). 

 

If a device is built to deal damage it does so to a single creature or object, and that creature or object can only be damaged this way once per round.

 

Once activated the device is destroyed, and if it dealt damage the damage dealt is your based on your Sneak Attack dice.

Dastardly Devices

At 3rd Level you also learn the power of strategic timing for your devices. 

When you set an explosive, trap or device you can cause it to activate on a timed delay between a minimum of 1 round or up to 1 hour.

Alternatively you can design them to activate based on a simple alchemical or mechanical trigger (such as a door opening or closing, setting off a tripwire or a drastic change in temperature).

Discriminating Devices

At 9th Level you've learned more advanced methods of sabotage that can benefit you and your allies.

You can now set complex arcane and mechanical triggers for explosives, traps and devices (such as deactivating if friendly or non-hostile creatures are in close proximity, activating in response to a key verbal phrase or the casting of a spell from belonging to a specified school of magic).

In addition, you can now set a timed delay on your devices of up to 1 day, can choose Acid, Cold and Lightning damage as the damage type for your devices and can activate a device as a bonus action.

Chain Reaction

At 13th level, you've learned to gauge the destructive potential of your devices and use it to your advantage.

When a placed device activates you can chose to activate any number of other placed devices within 10 feet of that device as a free action. If any of those devices devices would deal damage they can damage the same creature or object.

Industrial Collapse

At 17th level you become unparalleled in the field of sabotage.

The number of devices you can have prepared becomes equal to twice your combined Proficiency Bonus and Intelligence Modifier (Minimum of 1).

In addition, damage from your explosives dealt to objects and Construct creatures (such as a load bearing column or an Iron Golem) is doubled.

Previous Versions

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12/29/2021 2:19:28 PM
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