Rogue
Base Class: Rogue

The Saboteur specializes in reaching their targets that are hidden away, or even eliminating them from a distance, out of sight. With enough planning... Thanks to the help of their Magical Traps they are a tricky sort that can sow chaos into any situation while still having the precision needed to strike a single target.

Magical Traps

3rd - level Saboteur feature

You have access to magics that help you reach your target, or eliminate them from a distance.

As an action, you can touch a surface, a willing creature, or an object (must be on willing creature if worn or carried), and place a Magical Trap. This trap appears as a fist size ball of magic. Your Save DC is 8 + PB + Con.

The Magical Trap has a blast radius of 10 ft, lasts for 10 minutes or until activated, and can be harmlessly be deactivated as a bonus action. The Magical Trap will then disappear, and you regain a use of your Magical Trap. The trap can also be destroyed with a successful Arcana (Intelligence) check against your DC. 


You can use an action to detonate one trap of your choice within 100ft, causing an explosion. A creature caught in the explosion must make a saving throw (determined by the damage type) to take half damage. On a failed save the creature takes full damage and suffers an additional effect based on the damage type chosen (see list below). The damage equals half your sneak attack dice (rounded down). The Cold, Thunder, Lightning, and Force traps can be non-lethal if you choose so long as they don't kill a creature outright. You can also choose to half the damage when you detonate the trap, but before the damage is rolled.

Whenever you finish a long rest you can choose 3 damage types for your traps listed below:

- Fire: Dex save: Use D8s when rolling damage instead of D6s.

- Cold: Con save: A creature that fails its save, or a vehicle in contact with a surface, is Grappled. A creature can use an action to attempt to break out with a successful Athletics (Strength) check, or use the Help Action to break someone/something else out of the ice.

- Thunder: Con save: A creature that fails its save has its ears ring and its vision begins to go white. The creature has disadvantage on Wisdom and Intelligence checks that require them to see or hear. This effect lasts for 1 minute, and they can make another save at the end of their turn.

- Lightning: Dex save: A creature that fails its save begins to feel its body cease. The creature has disadvantage on Athletic (Strength) and Acrobatic (Dexterity) checks made to initiate or escape from being grappled or shoved, and their speed is reduced by 10ft. This effect lasts for 1 minute, and they can make another save at the end of their turn. 

- Poison: Con save: A creature that fails its save begins coughing and feeling weak. The creature has disadvantage on Stealth (Dexterity) checks, and Athletics (Strength) and Acrobatics (Dexterity) checks made to move across difficult terrain, climb, or swim. This effect lasts for 1 minute, and they can make another save at the end of their turn.

- Acid: Con save: If a creature that was drenched or submerged in water within 1 minute before the blast fails their save they will take double damage. A creature, object, or surface made of glass is immune to this damage.

- Force: Str save: A creature that fails its save is pushed directly away from the center of the blast. Medium and smaller creatures and objects are pushed until they leave the blast radius, Large creatures or objects are pushed 5ft away, Huge or larger creature and objects cannot be pushed. This trap deals double damage to objects and structures, and is only audible up to 50ft.

If you detonate a trap that would damage another trap, and they don’t share damage types, the second trap is harmlessly destroyed.

You can place a number of traps equal to your proficiency bonus. You regain 1 use after a short rest, and all uses after a long rest. 

Intermediate Magical Traps

9th - level Saboteur feature

Your Magical Trap feature improves. 
You can now throw your Magical Traps up to 60ft to place them on a surface of your choosing. The trap landing is audible up to 20ft with a successful Perception (Wisdom) check. The trap is immediately destroyed if it doesn't land where you intended it to. If you throw a trap at a creature they can make a Dexterity saving throw to avoid it.

Your traps also gain the following upgrades:

-You can now choose 5 damage types after a long rest, and you can replace one damage type after a short rest. You can replace a damage type this way once per long rest.

-You can activate a trap from 250ft away.

-The audio range for your Force trap is reduced to 30ft.

-Your traps last up to 30 minutes.

-You now replenish 2 traps per short rest.

Expert Magical Traps

13th - level Saboteur feature

Your Magical Traps feature are improved once more:

 You can now choose 7 damage types after a long rest, and replenish 3 traps after a short rest.

You now deal damage equal to your full Sneak Attack die amount.

Your traps explosion radius is increased up to 45ft.

You can now activate your trap from 500ft away.

Your Force traps are now silent, and count as a Disintegrate spell against spells and magical effects, and all objects and surfaces turn to dust if reduced to 0hp.

Your traps remain for up to 8 hours.

You gain access to new damage types:

- Necrotic: Con save: A creature that fails its save will only get half healing from any abilities or spells, and don't benefit from any senses or magic that allow them to see in any kind of darkness. A creature with Truesight can still see normally. This lasts for 1 minute, and they can make a save at the end of their turn.

- Radiant: Wisdom save: Undead have disadvantage on the blast DC. This trap can be detonated immediately, or you can choose to have your trap give off a rapid blinking light and a sounds that is audible out to 100ft for up to 3 rounds before exploding. If the trap begins blinking all Undead within range that can see or hear the trap that have a level/CR equal or lower to half of your Rogue level (rounded down) must make a Charisma saving throw at the start of their turn or be forced to move as close as they can to the trap. An Undead with a level/CR equal to or lower than your Proficiency Bonus (rounded down) automatically fail this save each turn.

This trap has a secondary use: You can throw this trap 60ft into the air (or farther if you have the means to do so. Such as using a bow/crossbow). At which point the trap activates and releases bright light in a 100ft radius, and 50ft of dim light beyond that. The light can be a single color of your choice, and the trap descends at 5ft per round. The light lasts for 1 minute.

- Psychic: Int save: This special trap deals damage based on the mental prowess of its target(s). The number of D6s rolled is equal to the highest Intelligence score caught in the blast (This does not give your character insight as to who has the highest intelligence). On a failed save the target can only speak in gibberish and cannot verbally communicate or preform verbal components for spells. This lasts for 1 minute, and they can make a save at the end of their turn.

Masterful Magical Traps

17th - level Saboteur feature

You have mastered your Magical Traps ability.

 You can now access all your damage types at any time, and you replenish 4 traps after a short rest.

 The explosion radius can now be up to 60ft.

You can activate your traps from anywhere on the same plane of existence.

Your Force traps cannot be detected by magical means, and instantly destroy and dust non-magical objects and surfaces of your choice in the blast range.

You now replenish 3 traps, and can swap 2 damage types, after a short rest.

You can now throw your traps up to 240ft, and they always land silently. If your trap misses its target it disappears, but is not wasted.

You can now activate a single trap as both an action and a bonus action, detonating two traps in a single turn. Also, as an action, you can detonate all traps of a single type at the same time.

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