Rogue
Base Class: Rogue

Saboteurs are a potent source of unbridled chaos and destruction. Using a mix of guile, speed and gadgetry they deliver mayhem to any situation. Their inventiveness and creativity combine to make them truly unpredictable.

Level 3: Saboteur's Arsenal

You've collected a small arsenal of gadgets that you can use to spread mayhem both on and off of the battlefield. At 3rd level you gain proficiency with tinker's tools if you don't already have it.

When using these gadgets, it is treated as a ranged weapon attack, using your Dexterity modifier for attack rolls and damage calculations. For gadgets that require saving throws, the following formula is used to determine the difficulty:

Gadget Save DC = 8 + Proficiency + Dexterity Modifier

Gadgets:

All gadgets are treated as thrown weapon attacks with a range of 30ft/60ft.

 

Elemental Grenade: A thrown device that explodes with elemental energy in a 10-foot radius. When thrown, you must declare the type of damage it will inflict (Fire, Cold, Acid, Lightning, Force, Thunder). Each creature in the area must succeed on a Dexterity saving throw or take 2d6 elemental damage.

Snare Bomb: A small bomb that ruptures releasing a tangle of strings and wires that latch on to the target. Target one creature within 30-feet. On a hit, deals 3d6 piercing damage, and the target must succeed on a Strength saving throw or be grappled. The target can use an action on their turn to re-attempt the saving throw.

Smoke Flare: A bundle of flares of a color of your choice that deploy a 20-foot radius cloud of thick smoke for 1 minute. As a saboteur you are used to the smoke, and can see through it, but all other creatures a blinded within it. 

Stun Grenade: A crackling grenade that shocks its targets. When it explodes, it releases a wave of lightning in a 10-foot radius. Each creature must make a Constitution saving throw or take 2d6 lightning damage and be unable to take reactions into the start of your next turn.

Snapping Turtle: A small wind up turtle mixed with a small bear trap. When thrown, if it hits its target it does 2d6 piercing damage. It clamps down on the target, halving the targets movement speed until the target successfully uses their action to make a Strength saving throw to remove it, or chooses to take 3d6 piercing damage to rip it off. Out of combat it can be removed using thieves tools or a first aid kit, against the same DC.

Level 9: Erratic Reflexes

When you use your Cunning Action, you also have the following additional options:

Explosive Leap: Leap 10 feet in any direction, triggering an explosion behind you. All creatures within 5-feet of where you were must make a Dexterity saving throw or take 2d6 fire damage.

Sabotage: You plant a trap on a surface or object within 5 feet of you. The trap triggers if a creature enters the space, dealing 3d6 force damage.

Level 13: Chaotic Mentality

You gain immunity against being charmed or frightened. Additionally, whenever you roll damage for any of your gadgets, you can reroll one of the damage dice and use the new roll.

Level 17: Dirty Bomb

As an action, you deploy a Dirty Bomb at a point within 60-feet of you. It creates a 20-foot-radius explosion, dealing 10d10 fire damage to creatures within the area. Creatures can make a Dexterity saving throw, taking half damage on a success.

You can use this feature once per long rest. When you use it, gain temporary hit points equal to the highest damage die rolled.  Save DC {{savedc:dex}}

Previous Versions

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12/5/2024 10:45:08 PM
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