Rogue
Base Class: Rogue

A saboteur relies on patience, agility, and preparation rather than brute force. With expert control over their movements and equipment, they can navigate difficult terrain, manipulate devices in the blink of an eye, and vanish from sight when danger approaches. When the moment is right, a saboteur strikes with sudden precision, exploiting confusion and weakness to disable their enemies before they have time to react.

Level 3: Flash of Dexterity

 

With a Bonus Action, you can perform one of the following options:

Sleight of Hand.
Make a Dexterity (Sleight of Hand) check to pick a lock, disarm a trap using Thieves’ Tools, or pick a pocket.

Use an Object.
Take the Utilize action, or take the Magic action to use a magic item that requires that action.

 

Enhanced Mobility.

You gain a Climb Speed equal to your Walking Speed and your jump distance can be determined using your Dexterity rather than your Strength.

Level 3: Careful Concealment

You can become Invisible for 1 minute while you remain still or move at half speed.

If you take the Dash action while this effect is active, your form shimmers briefly. While shimmering, creatures have disadvantage on Perception checks made to see you instead of you being fully Invisible.

You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.

 

Level 9: Sudden Lethality

You gain the following benefits:

Precision Strike

If you land a critical hit while under the Invisible condition, the attack ignores damage resistances.

Sudden Strike

As a [Tooltip Not Found], you can make a melee attack with a hidden blade of energy, dealing 1d6 Force damage. This damage increases to 2d6 at level 13.

If you make this attack while Invisible or against a creature affected by the Surprise condition, the target must succeed on a Constitution saving throw,
(DC = 8 + your Dexterity modifier + your Proficiency Bonus) or the creature is dazed gaining disadvantage on attack rolls and ability checks until the end of its next turn.

Level 13: Perfect Reflexes

Your training allows you to react instantly to danger and exploit even the smallest opening.

Perfect Reaction

You can take two Reaction per round, but only one per trigger.

Instant Concealment

When you roll initiative, or when a creature misses you with an attack, you can activate Careful Concealment without expending a use. Once per encounter.

Exploit the Opening

When a creature fails the saving throw against your Sudden Strike, you can immediately make a weapon attack against that creature as part of the same Bonus Action. Once per Turn.

Level 17: Master Saboteur

You have perfected the art of disruption, turning every opening into a decisive advantage.

Perfect Disruption

When a creature fails its saving throw against your Sudden Strike, it suffers the following additional effects until the end of its next turn:
- Its speed is reduced to 0
- It cannot take Reactions

Chain Execution

Once per turn, when you reduce a creature to 0 hit points while you are Invisible, you can immediately move up to half your speed without provoking opportunity attacks and make one weapon attack against a different creature.

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