Rogue
Base Class: Rogue

Some rogues combine their various skills with an interest in alchemy to produce explosive effects. Known as Saboteurs, these strange alchemists have many specialties; demolition, siege warfare, entertainment. No matter their focus, they all delight in violent destruction, and due to the rarity of their talents, Saboteurs are invaluable allies or dangerous foes.

Destructive Strikes

Your work has given you a knack for identifying structural weak points. Starting at 3rd level, when you hit a non-magical structure with a weapon attack or one of your explosives, it is considered an automatic critical hit. Also, when you attack a construct, you score a critical hit on an attack roll of 19 or 20.

Explosives

At 3rd level, you gain proficiency with alchemist's tools, along with the secrets of creating explosive Black Powder:

Black Powder Charges. At the end of each long rest, you can use your alchemist's supplies to produce a number of Black Powder Charges equal to your proficiency bonus + your Intelligence modifier (minimum of 1). These Charges are used to craft the explosives you know, and become inert
if they are not used by the end of your next long rest.

Explosives Known. You learn how to make three types of explosives; a Hand Bomb, an arcane explosive, and a smoke bomb.

Explosive Save DC. Some of your explosives require your target to make a saving throw to resist their explosive effects. Your Explosive Save DC is calculated as follows:

Explosive Save DC = 8 + your proficiency bonus + your Intelligence modifier

Advanced Alchemy

Starting at 9th level, your mastery of alchemy allows you to alter the explosives you make in the following ways:

Appearance. You can alter the outward appearance of an explosive. When they are unlit, creatures must succeed on an Intelligence (Investigation) check against your Explosive Save DC in order to recognize the object as an unlit explosive.

Color. You alter the color of both explosive itself, the color of the explosion, and the color of the smoke it produces.

Damage Type. You alter the damage type of any explosive you craft to bludgeoning, piercing, fire, thunder, or lightning.

Sabotage

Starting at 13th level, creatures that are surprised have disadvantage on saving throws against your Explosives.

Hair Trigger

You have learned to detonate your Explosives from afar. Beginning at 17th level, when you craft an Explosive, you can create a rudimentary arcane remote to trigger the Explosive from afar. As an action, you can trigger the Explosive as long as you are within 100 feet.

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