Rogue
Base Class: Rogue

Some rogues choose to combine their various skills with their interest in alchemy to produce explosive effects. Known as Saboteurs, these strange alchemists can specialize in many things; demolition, siege warfare, entertainment. No matter their focus, they all delight in violent destruction. Due to the rarity of their talents, Saboteurs can be invaluable allies or dangerous foes.

Destructive Strikes

Starting at 3rd level, when you hit a non-magical structure with a weapon attack, it is considered an automatic critical hit. Also, when you attack a construct, you score a critical hit on a 19 or 20 on a d20.

Explosives

Black Powder Charges: At the end of each long rest, so long as you have access to your alchemy kit, you produce a number of Black Powder Charges equal to your Intelligence modifier + your proficiency bonus. These Charges are used to craft explosives, and expire and become inert if not used by your next long rest.

Explosives Known: You learn how to make three types of explosives, a hand bomb, and two other bombs of your choice from the list provided. When you gain a level, you can replace one explosive you know with another choice from the list.

Hand Bomb (1 Charge): As an action you can ignite the explosive and throw it at a creature you can see within 60 feet. They must make a Dexterity saving throw. On a failed save, they take 2d6 fire damage and half as much on a success. You can add your Sneak Attack bonus to the fire damage, even if you don't meet the normal requirements.

Explosive Saves: Some of your explosives require your target to make a saving throw to resist the explosive's effects. Your explosive save DC is the following: 8 + your proficiency bonus + you Intelligence modifier.

Banishment

You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw (DC 15) or be banished.

If the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.

If the target is native to a different plane of existence than the one you're on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return.

Blindness/Deafness

You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw (DC 15). If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.

Earth Tremor

You cause a tremor in the ground within range. Each creature other than you in that area must make a Dexterity saving throw (DC 10). On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.

Erupting Earth

Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw (DC 15). A creature takes 3d12 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.

Fireball

A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw (DC 15). A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.

The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

Fog Cloud

You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

Grease

Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration.

When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw (DC 13) or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.

Pyrotechnics

Choose an area of nonmagical flame that you can see and that fits within a 5-foot cube within range. You can extinguish the fire in that area, and you create either fireworks or smoke when you do so.

Fireworks. The target explodes with a dazzling display of colors. Each creature within 10 feet of the target must succeed on a Constitution saving throw or become blinded until the end of your next turn.

Smoke. Thick black smoke spreads out from the target in a 20-foot radius, moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind disperses it.

Stinking Cloud

You create a 20-foot-radius sphere of yellow, nauseating gas centered on a point within range. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for the duration.

Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw (DC 15) against poison. On a failed save, the creature spends its action that turn retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw.

A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.

Vitriolic Sphere

You point at a location within range, and a glowing, 1-foot-diameter ball of emerald acid streaks there and explodes in a 20-foot-radius sphere. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 10d4 acid damage and another 5d4 acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage and no damage at the end of its next turn.

Web

You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area.

If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.

Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free.

A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained.

The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.

Advanced Alchemy

Appearance: You alter the outward appearance of an explosive. When unlit, a creature must succeed on a Intelligence save against your Explosive Save DC (Detailed under Explosives) in order to recognize the item as an explosive.

Color: You alter the color of both physical explosion and 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, enemy creatures have disadvantage on saving throws against your Explosives if they are surprised or cannot see the explosive.

Hair Trigger

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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