Rogue
Base Class: Rogue

The Saboteur is a master of chaos, wielding explosives with finesse and precision. They specialize in the art of crafting and utilizing bombs and grenades to devastating effect, turning the tide of battle with well-placed explosions.

Bonus Proficiencies

3rd level feature

You gain proficiency with alchemist's supplies and tinker's tools if you don't already have them.

Explosive Arsenal

3rd level feature

You gain the ability to craft and use explosives in combat. You learn the formulae for creating two types of explosives from the list below. You can craft these explosives during a short rest, provided you have access to alchemist's supplies and appropriate materials. You can carry a number of grenades and bombs equal to your Dexterity modifier + your rogue level.

Choose one of the following options.

Flashbang Grenade

Each creature in a 20-foot radius sphere centered on a point you designate within 30 feet must succeed on a Constitution saving throw (DC 8 + your proficiency bonus + your dexterity modifier) or be blinded or deafened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Frag Grenade

Each creature within 10 feet of a point you designate within 30 feet of you. The target must succeed on a Dexterity saving throw or take damage equal to your Sneak Attack dice.

Remote Bomb

This grenade adheres to the first creature or object it touches within 5 feet of where it lands and stays stuck for a number of minutes equal to your Rogue Level. You can set up multiple bombs using your Actions. After the bombs are set, you can use your bonus action to trigger them all at the same time, dealing Xd6 force damage, when X is half your proficiency bonus, rounded down.

Smoke Bomb

Creates a 20-foot radius sphere of thick smoke centered on a point you designate within 30 feet. The area is considered heavily obscured. The smoke lasts for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

Explosive Expertise

9th level feature

Starting at 9th level, your expertise with explosives improves. You gain the following benefits:

  • You can add double your proficiency bonus to any Dexterity (Thieves' Tools) checks made to disarm traps or other explosive devices.
  • Your grenades and bombs gain an additional effect determined by the type of explosive chosen for your Explosive Arsenal feature:
    • Smoke Bomb: When you hit a creature with an attack while both you and the target are inside the smoke, you deal additional damage equal to half your Rogue Level (Rounded up).
    • Flashbang Grenade: Creatures that fail the save by the flashbang grenade are stunned until the end of your next turn.
    • Frag Grenade: Creatures that fail their saving throw are also pushed 10 feet away from the center of the explosion.
    • Remote Bomb: You can place two bombs down instead of one as part of the same Action.

Master Saboteur

13th level feature

At 13th level, you have become a master of destruction. You gain the following benefits:

  • You can craft an additional type of explosive from the Explosive Arsenal list.
  • Your grenades that deal damage are considered siege weapons and deal double the damage to objects and structures.

Ace of Destruction

17th level feature

At 17th level, you have reached the pinnacle of your craft. You gain the following benefits:

  • When you roll damage for your explosives, you can reroll any 1s or 2s. You must use the new roll, even if it is another 1 or 2.
  • Your explosives now ignore half cover and three-quarters cover.
  • Once per turn, when you take the Attack action on your turn and make an attack with a thrown explosive, you can make one additional attack with a thrown explosive as a bonus action.

Previous Versions

Name Date Modified Views Adds Version Actions
3/25/2024 1:21:56 AM
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