Base Class: Artificer
Using technical knowledge of construction and integrity, saboteurs or demolitions experts have a keen eye for the weak points in physical structures or armored protection.
Tool Proficiency
3rd-level Saboteur feature
You gain proficiency with Alchemist's tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Saboteur Spells
3rd-level Saboteur feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Battle Smith Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Saboteur Spells
| Artificer Level | Spell |
|---|---|
|
3rd |
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5th |
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9th |
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13th |
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17th |
Clear the Way
3rd-level Saboteur feature
Your combat training and your experiments with magic have paid off in two ways:
- Whenever you use your artisan tools (your choice) to fortify a position, you may double your proficiency modifier.
- When you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.
Munitions Pack
3rd-level Saboteur feature
Your tinkering has borne you a magical pouch to create materials for your explosive experiments. This Munitions Pack can create non-magical explosive material a number of times equal to half your Artificer level rounded down. As an action, you can expend a charge to create a small amount of explosive material. An explosive made out of this material deals 2d4 thunder damage, going up to 2d6 at 5th, 2d8 at 9th, and 2d12 at 15th levels.
Structural Surveyance
5th-level Saboteur feature
You have gained an eye for detail, specifically in structures and other defenses. As a bonus action you can use your knowledge to determine weak points in an enemy's defenses or fortifications. The next attack you make against the target of this feature has advantage.
Implode
9th-level Saboteur feature
You've learned new ways to channel arcane energy to demolish objects. When you hit a target with a spell or weapon attack, you can channel magical energy through the strike to create one of the following effects:
- The target takes an extra 2d6 force damage.
You can use this energy a number of times equal to your Intelligence modifier (minimum of once), but you can do so no more than once on a turn. You regain all expended uses when you finish a long rest.
Improved Munitions
15th-level Saboteur feature
Your Implode and Munitions Pack become more powerful:
- The extra damage and of your Implode increases to 4d6.
- Your Munitions Pack damage increases to 2d12
- Whenever you roll a natural 20 against a structure or construct with an explosive made from the Munitions Pack, use the max possible damage against the target.
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