Base Class: Rogue
There are countless situations where sabotage, terrorism, catastrophic failure, and bombings have changed the course of history.
A true Saboteur knows that any goal is achievable with enough explosives.
If a job has a car that needs stopping, a skyscraper that needs dropping, or a person that needs popping, then look no further.
The real challenge for the Saboteur is knowing when to stop.
Some saboteurs let the force multipliers at their fingertips go to their head, becoming a mad bomber. In these cases, self-destruction is inevitable, but at least it’s always
one hell of a fireworks show.
Bombardier
When you choose this archetype at 3rd level, you gain proficiency with the grenade launcher, rocket launcher, thumper, demolitionist’s tools, and medium armor.
When you make an attack with a blast weapon with which you are proficient, you can choose which targets other than the primary target are affected by the weapon’s blast property.
You also gain an additional way to use your Sneak Attack; you can use Sneak Attack against objects and vehicles as long as you don’t have disadvantage on the attack roll.
Hair Trigger
At 3rd level, you can use the bonus action granted by your Cunning Action to use any explosive that can be used as an action, or to use your demolitionist’s tools to disarm explosives.
Emergent Ordnance
Beginning at 9th level, using your demolitionist’s tools, you can create special improvised explosive devices (IED) with supplies you carry and gather from the environment around you. Each IED functions similarly to an explosive (see Chapter 5, ‘Explosives’) but is unstable, and falls apart after 24 hours unless maintained.
Over the course of a long rest, you can expend a number ordnance points equal to your twice proficiency bonus to create or maintain IEDS. The Ordnance Points table shows the cost of creating or maintaining each type and tier of explosive.
EXPLOSIVE || POINT COST
Tier 1
Flashbang || 1
Fragmentation grenade || 1
Napalm grenade || 1
Pipe bomb || 1
Smoke grenade || 1
Plastic explosive || 2
Tear gas || 2
Tier 2
Flashbang || 2
Fragmentation grenade || 2
Napalm grenade || 2
Pipe bomb || 2
Smoke grenade || 2
Plastic explosive || 3
Tear gas || 3
Blastjumper
At 13th level, you can give yourself a blast-propelled boost of speed.
You can use the bonus action granted by your Cunning Action to expend one ammunition from a weapon with the blast property you are holding.
You immediately fly up to 40 feet in a straight line in any direction.
If you are not on the ground at the end of the movement, you fall.
Additionally, you gain resistance to thunder damage and can fall up to 40 feet without taking damage.
Mad Bomber
At 17th level, you gain the ability to unleash a hail of charges on groups of foes.
As an action, you can make up to 5 attacks with weapons with the blast property, provided that each attack targets a different creature.
As part of each attack, you can draw a weapon.
Once you use this feature, you must finish a short or long rest before you can use it again.
Comments