Rogue
Base Class: Rogue

The Saboteur is a Rogue that took their interest in locks and small machines to another, rather fanatical level. Placing traps of their own design, these devilish combatants can take out one target just as easily as three. Whether it be poison gas, explosives, or a really sharp tool, there is little they can't turn into a weapon. As they gain more experience and improve their trap production, they're able to inflict even more damage and even prevent their allies from being harmed (much).

3rd Level - Disarming Expert

The Saboteur has advantage on all Disarm checks for traps. At 9th level, they gain advantage on all Investigation checks when looking for traps or ambushes. At 13th level, they automatically notice all traps within a 20 foot radius. At 17th level, they automatically succeed at disarming any trap.

3rd Level - The Art of Sabotage

The Saboteur is able to lay traps both in and out of combat. The traps available to them increase as they level, being able to prepare a number of traps after every long rest equal to one plus their proficiency bonus. Any of the prepared traps can be constructed at will for both an action and bonus action. When a trap is triggered by an enemy, that one enemy that triggered the trap also takes the Sneak Attack bonus of the Saboteur, along with all of the damage and effects of the trap.

Traps can be placed on the ground, wall, ceiling (assuming the ceiling can be touched in some way), or interactable object such as a door, chest, lock, furniture, etc. When triggered from the ground or ceiling the trap's area of effect is dome shaped. When triggered from a wall or interactable object the area of effect is cone shaped in the direction of the creature that triggered it.

Traps can be placed anywhere within ten feet of the Saboteur, and cannot be triggered by the Saboteur the same turn they are placed. Traps last for two minutes before triggering automatically.

The Saboteur can select what will trigger each trap at the moment of placing it.

  • Proximity - When an enemy steps into the area of effect of the trap.
  • Interaction - When an enemy directly interacts with a trapped object.
  • Damage - When a trap would take damage from any source.
  • Timed - Will trigger automatically after a specified number of turns.

DM Notes: Traps originally do not require any additional components to use. If balance is a concern, require the Saboteur to use components or gold to make and place traps at your own discretion.

3rd Level - Simple Traps

The Saboteur knows how to quickly build any of these traps, and is able to use them at will once prepared during daily preparations.

Explosive Trap: Once triggered, deals 1d6 bludgeoning and 1d6 force damage in a 10 foot radius. All creatures hit are knocked back 5 feet unless they pass a DC 13 Strength check.

Blinding Trap: Once triggered, deals 1d4 radiant damage in a 10 foot radius. All creatures hit are blinded until the end of their next turn unless they pass a DC 13 Strength check.

Percussive Trap: Once triggered, all creatures within a 10 foot radius roll a DC 13 Strength check. On a fail, they are knocked back 15 feet. On a success, their body takes the brunt of the blast instead of being knocked away and they take 1d6 bludgeoning damage instead.

Ensnaring Trap: Can only be placed on the ground. Once triggered, deals 1d4 piercing damage in a 10 foot radius,  and all creatures hit have their movement drop to zero for the rest of the turn. The area of effect for this trap becomes difficult terrain for tone minute or when a creature spends one action to remove it.

Smoke Trap: Once triggered, a smoke cloud is spread over a 10 foot radius, lasting one minute. All creatures inside the smoke are blinded and hidden. All ranged attacks made into or through the smoke cloud are made at disadvantage.

Bear Trap: Triggers when stepped on or touched, and only effects a single creature. Once triggered, deal 3d8 piercing damage to the creature and they are restrained until they spend one action to free themselves or one of their allies takes the Help action for them.

Shockwave Trap: Once triggered, all creatures within a 10 foot radius take 1d4 thunder damage and make a DC 13 Strength check. Upon failing the check, they fall prone.

9th Level - Advanced Traps

The Saboteur knows how to quickly build any of these traps, and is able to use them at will once prepared during daily preparations.

Vacuum Trap: Once triggered, all creatures within 15 feet make a DC 16 Strength check and, if failed, are pulled towards the trap's center. If they collide with a hard surface or another creature, they take 2d6 Bludgeoning damage.

Ricocheting Trap: Has a trigger radius of ten feet. Once triggered, launches a projectile at the nearest creature, dealing 2d6 Bludgeoning damage and then bouncing to another creature within 10 feet, dealing 2d4 Bludgeoning damage. Can bounce up to three times. Does not target the Saboteur or their allies unless they triggered the trap themselves.

Stun Trap: Once triggered, all creatures within 10 feet take 2d4 Lightning damage and make a DC 16 Constitution check. Upon failing, they are stunned for one turn.

Incendiary Trap: Once triggered, spreads burning ground within a 10 foot radius and deals 2d4 Fire damage to all creatures within range. The burning ground is difficult terrain, lasts for one minute, and deals 1d4 Fire damage to all creatures who start their turn on it or move into it.

Toxic Cloud Trap: Once triggered, released a cloud of poison gas in a 10 foot radius. All creatures within the cloud begin to cough uncontrollably and are silenced and take 1d4 Poison damage when starting their turn inside the cloud or moving through it.

Binding Trap: Can only effect a single creature of size Large or smaller. Once triggered, wraps around the creature and inflicts the Paralyzed condition. The creature or one of their allies within 5 feet can spend an action to make a DC 16 Strength check to free them.

 

13th Level - Inspired Design

Traps can now be placed using a new Trigger condition:

Manual Detonation: The Saboteur attaches a string or chord to the trap to trigger it themselves. The chord isn't too long, however, and they must stay within 30 feet of the trap to trigger it, and there can only be one trap with this trigger at any time. If they move further than 30 feet away from the trap, it triggers automatically. As a reaction, the Saboteur can trigger the trap.

The Saboteur now applies their Sneak Attack bonus damage to all enemy creatures within the radius of the trap upon detonation. They also can now use one of their Cunning Actions when placing a trap.

Any allies of the Saboteur that are caught in the area of effect of the traps when triggered now resist the damage of the trap and have advantage of all ability checks the traps may inflict.

17th Level - Lethal Machinations

All Simple and Advanced Traps have all of their damage dice raised by one stage and their DC checks are increased by 5.

The Saboteur has now learned to construct the deadliest traps. Only one of these traps may be used per short rest, as the materials require time to prepare and assemble.

Guillotine: Once triggered, shoots a super sharp 5 foot long blade in a straight line perpendicular to the trap's placement. The blade travels 40 feet in a line and deals 16d8 Slashing damage to the first creature hit, and half damage to every other creature along its path.

Death Fog Trap: Once triggered, releases a cloud of incredibly toxic gas in a 25 foot radius. All creatures that start their turn in the cloud or move through it take 6d8 Poison damage and 6d8 Necrotic damage and must make a DC 20 Constitution check. Upon failing, they receive the Deadly Poison condition, taking 1d8 Poison damage and 1d8 Necrotic damage every turn for 10 minutes.

Mother of All Traps: Once triggered, all creatures within 25 feet take 2d8 Bludgeoning damage, 2d8 Thunder damage, 2d8 Fire damage, and 2d8 Force damage, and must make a DC 22 Strength check or be knocked back 10 feet and fall prone.

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