Base Class: Rogue
A Saboteur is a rogue who trades subtle poison for thunderous destruction. Masters of alchemical charges, concealed bombs, and improvised explosives, they specialize in turning the battlefield into a chain reaction of chaos. Whether collapsing structures, scattering enemies, or creating precise blasts in the heat of combat, Saboteurs blend cunning with controlled devastation.
Level 3: Demolitionist's Kit
You gain proficiency with alchemist’s supplies and tinker's tools. The time and cost it takes you to craft explosives is halved.
Your damage from explosives is now doubled against inanimate objects.
Level 3: Setting a Charge, Lighting the Fuse
Whenever you hit with an attack, the attack will also set an explosive charge on the target. The charge starts as 1d6. For each other hit you make on a target with charges, the number of charges, the size of the dice, and the explosion distance increase by 1 rank. 1d6 - 5 ft, 2d8 - 10 ft, 3d10 - 15ft, then 4d12 - 20ft on a 4th attack without Lighting the Fuse. After any amount of damage to a target with explosive charges, you may Light the Fuse and expend all of these dice to add to the damage of the triggering damage. The damage type may be Bludgeoning, Piercing, Slashing, Fire, or Thunder damage.
Level 9: Explosive Personality
You have advantage on any ability check that includes explosives.
Level 9: Explosive Shock
When you Light the Fuse, the target becomes shaken and its movement speed is halved until the end of it's next turn.
Your damage from explosives is now tripled against inanimate objects. You may also add Acid, Cold, Lightning, and Poison to your possible damage types.
Level 13: Cracks in The Armor
When you Light the Fuse, the next attack against the target has advantage and the next saving throw the target makes is at disadvantage.
Your explosive damage is now quadrupled against inanimate objects. You may also add Force, Necrotic, Psychic, and Radiant to your possible damage types.
Level 17: KABOOOOOM!
You can now stack charges up to 5 (5d20 - 25ft).
Your explosive damage is now quintupled against inanimate objects.
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