Base Class: Rogue
"There’s a click. Then a beep. Then everything goes to hell."
A lone figure crouches in the shadows, tools glinting in the moonlight as they silently slide a small device beneath the enemy captain’s war table. Thirty seconds later, the captain slams his fist on that very table—and vanishes in a fireball that turns the command tent into a crater.
Across the battlefield, a supply cart ignites. A stone bridge shatters beneath the feet of pursuing guards. And by the time anyone realizes what’s happening, the Saboteur is already gone—slipping into the night with a grin and soot on their collar.
Saboteurs aren’t content with stabbing you in the back—they prefer to collapse the entire building you’re standing in. They’re inventors, infiltrators, and demolitions experts who turn every battlefield into their personal fireworks show. Their weapons aren't just daggers and crossbows, but smoke bombs, detpacks, and custom-designed incendiaries that level walls and scatter armies.
Destructive Inventor
You have invented small, volatile gadgets designed to explode with devastating effect.
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You can carry a number of Destructive Devices equal to your Intelligence modifier (minimum of 1). You regain all expended devices when you finish a short or long rest.
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As a bonus action, you can plant a device on a surface or unattended object within 5 feet of you.
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As an action, you can detonate one device. Each creature within 5 feet of the device must make a Dexterity saving throw. The DC is 8 + your proficiency bonus + your Intelligence modifier.
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On a failed save, the creature takes fire damage equal to 2d6, increasing to 4d6 at 9th level, 6d6 at 13th, and 8d6 at 17th level. On a success, it takes half damage.
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If a creature in the blast radius qualifies for your Sneak Attack (for example, an ally is adjacent to it or you have advantage), you may apply your Sneak Attack damage to one of the affected creatures.
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Your devices have the Siege property, dealing double damage to objects and structures.
Structural Integrity
You've studied countless buildings and warzones to understand how things fall apart.
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You have advantage on Intelligence (Investigation) checks made to determine the structural integrity or weak points of buildings, bridges, caverns, and other natural or manmade structures.
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You may also add your proficiency bonus to any Intelligence checks made to recall features or layouts of locations you’ve visited within the last 30 days, even if you are not proficient in the skill.
Exit Strategy
Your instinct for survival is matched only by your precision. When the dust settles, you're already gone.
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When you reduce a creature to 0 hit points on your turn, you can use your reaction to move up to half your movement speed. This movement does not provoke opportunity attacks.
Mass Destruction
You've perfected the ultimate expression of your craft: a wide-scale explosive that clears the field.
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Once per long rest, you can throw one of your Destructive Devices up to 30 feet as an action, triggering a massive explosion.
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Each creature in a 15-foot radius of the detonation must make a Dexterity saving throw against your Rogue Save DC (8 + proficiency + Intelligence modifier).
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On a failed save, a creature takes 8d6 fire damage, is pushed 10 feet, and is knocked prone.
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On a successful save, a creature takes half damage and suffers no additional effects.
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If any creature within the blast would qualify for your Sneak Attack, you may apply your Sneak Attack damage to one of those creatures.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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8/8/2025 1:32:47 AM
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59
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5
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Coming Soon
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