Rogue
Base Class: Rogue

Saboteurs are rogues trained in the art of demolition, able to great Paramagical explosives, and sabotage the use of others' magical items. (This class was made for use with Arcana Games' "Arcanatech - Spell Bombs", though it can be used with your own homebrew bombs, to your DMs discretion).

Explosive Tinkering

Starting at 3rd level, you gain the ability to create common bombs during a long rest for a cost of 1 Tinkerer point. You have Tinkerer points equal to half your rogue level (rounded up) + your Int. Modifier. At 6th level, gain the ability to make uncommon bombs that cost 2 Tinkerer points. At 9th level, gain the ability to make rare bombs that cost 3 Tinkerer points. At 13th level, gain the ability to make very rare bombs that cost 4 Tinkerer points. You may add your sneak attack bonus to a bomb that deals damage when it deals damage to a creature unaware of you.

 

Advanced Bomb Design

At 9th level bombs you create can be set off by timer, or remote detonation (remote detonation works as a readied action, where the only action you take is detonating the bomb).

Para-magic Pulse

At 13th level you can unlock, disarm, dismantle or render useless (deactivate) devices, clockwork items and creatures, constructs, magical and mechanical items simply by touching it. The object makes a CON save (DC is 10 + your int modifier + prof modifier) or be rendered deactivated, disarmed, unlocked or dismantled according to the desire of the Mechanic.

Final Gambit

At level 17, when a creature within the range of a bomb you wield reduces your HP to 0, you may use your reaction to make an attack with that bomb, the save your opponent makes is with disadvantage. On a hit, you add your sneak attack damage.

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