Base Class: Rogue
A Rouge that has chosen this archetype is a master of repurposing and reusing not only the traps but their respective parts to one personal gain.
Trap Expertise
At 3rd level the Saboteur gains proficiency with tinker's tools and the ability to dismantle non-magical traps and take their parts for future projects or rewire the trap to target enemies instead. All of which takes the same time as disarming would. (Eligibility for trap dismantling is at DMs discretion)
Trapper
At the 3rd level the Saboteur has seen enough traps to be able to re-engineer and create their own, Over the period of a long or short rest the Saboteur can remake or design a new trap with the parts they've acquired within reason.
Weaponised Parts
At the 9th level the Saboteur gains an extra d4 when attacking with trap parts that aren't weapons. Therefore, when attacking with improvised weapons which are parts from a trap roll 2d4 as damage instead of 1d4.
Exotic Studies
At the 13th level the Saboteur gains access to the spells Dispel Magic and Detect Magic. Also at 13th level you're able to see, detect, and dismantle even the most complex traps by gaining advantage on investigation rolls.
Tinkerer's Intuition
At 17th level the Saboteur is a master at their craft and when successfully dismantling a trap gains Tremorsense for 60ft.
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