Rogue
Base Class: Rogue

You hail from the wondrous city of Dibbozzal, a city home to many people from all races and many walks of life. While the city's daytime hours are filled with the hustle and bustle of honest folk and the joys of city life, the nighttime is home to a large mafia family who rules with organized crime and shady dealings.

One type of member of this mafia are the Saboteurs, ruffians that craft and use smoke bombs that they use to cause damage or confusion on the battlefield. New members are subjected to these smoke effects early and learn to resist their effects, making a veteran Saboteur a formidable fighting force.

Added Proficiency

Upon selecting this subclass you gain proficiency in Tinker's Tools and Alchemist's Supplies, assuming you did not already have them and you gain a set of each for free as a congratulations for passing your initiation into the gang.

Smoke Bomb

The Smoke Bomb is a Saboteur's pride and joy. They can be filled with various effects to aid allies, or hinder foes. At 3rd Level you may craft two of the Smoke Bombs listed below. You may craft a third type at 6th Level, a fourth at 9th level, a fifth at 11th level and a sixth at 14th level. Once per Long Rest you can change what bombs you can craft.

Smoke Bombs can be thrown as a bonus action, either at your feet or at a range of 60ft. The smoke from the bombs last for 2 rounds, unless stated otherwise. It can be nullified with a moderate speed wind (10MPH or higher). If you throw a second Smoke Bomb while you have one in effect already the first Smoke Bomb disperses.

Creatures that do not have to breath are unaffected by Smoke Bombs.

Smoke Bombs can be crafted while taking a Short or Long Rest. Crafting takes 30 minutes for 1 bomb of your choice and the cost depends on the bomb you make. You can choose to purchase the materials outright if the town you are in has an apothecary, or you can choose to forage for materials. Foraging takes 2 hours. Roll a d20 to find out how successful you were with foraging.
1: No Materials Found
2-4: 1 Bomb worth of Materials
5-9: 2 Bombs worth of Materials
10-14: 3 Bombs worth of Materials
15-19: 4 Bombs worth of Materials
20: 7 Bombs worth of Materials and Crafting only takes 15 minutes instead of 30.

Bomb Types:

Black Smoke Bomb

A cloud of thick black smoke spreads 30 ft centered from where the bomb was thrown. This smoke goes around corners and behind cover. If you or any ally is in the smoke then they roll a Dexterity (Stealth) against all creatures that could see you. If you succeed then you are hidden. Because of your time as a Saboteur you are able to determine the location of any enemy outside of the smoke as if you could see it clearly.


If you are within 10ft of an ally attempting to make an attack or cast a spell while in the smoke, you may use your reaction to assist them in finding their target, allowing their attack to not be at disadvantage.

Disabling Smoke Bomb

A cloud of blue smoke spreads 30ft from where the bomb was thrown. This smoke goes around corners and behind covers. Creatures caught in the bombs initial burst or that ends their turn in the smoke takes 1d8 Necrotic Damage and must make a Constitution Saving throw at DC 15. On a failed save the creature is Blinded and Deafened.

This smoke is nearly transparent and does not obstruct vision.

Fireball Smoke Bomb

More of a regular bomb than a smoke bomb but sometimes a Saboteur needs raw power. This bomb explodes in a 20ft radius, centered around where it was thrown. Creatures caught in the explosion must make a Dexterity Saving Throw against a DC 15. Creatures that fail take 4d8 fire damage and half as much on a successful save.


Saboteurs that can craft this bomb have had this thing explode on them enough to have resistance to Fire Damage.

Healing Smoke Bomb

A puff of healing mist fills the air 20ft around where this bomb was thrown. This mist goes around corners and behind cover. Creatures in the smoke are healed 2d8 Hit Points. This mist immediately dissipates after the healing effect is applied.

Paralyze Smoke Bomb

A violent yellow cloud spreads 10ft from where the bomb was thrown. This smoke goes around corners and behind cover. Any creature caught in the bombs initial burst or ends their turn in the cloud, other than you, must make a Constitution Saving Throw with DC 15. On a failed save the creature is paralyzed until the smoke disappears. On a successful save nothing happens.  A paralyzed creature can re-roll the Constitution save on their turn as an action to end the effect early.


This smoke is mostly transparent and does not obstruct vision

Poison Smoke Bomb

A cloud of potent poison spreads in a green cloud 20ft centered from where the bomb was thrown. This smoke goes around corners and behind cover. Any creature, other than you, caught in the smoke initially or a creature that ends its turn in the cloud must make a Constitution Saving Throw with DC of 15. On a failed save the creature take 2d6 poison damage and is Poisoned or half as much damage on a successful save and they are not Poisoned.


This smoke is mostly transparent and does not obstruct vision.

The Old 1-2!

At 9th Level, you've learned the advantage of kicking an opponent while they're down.  When you attack a target that is being affected by one of your smoke bombs with a Finesse Weapon, you gain advantage on that attack and can apply your sneak attack bonus to that attack. You must also be inside of the radius of the smoke to gain this benefit.

Additionally, you no longer take damage from Smoke Bombs thrown by you or your allies.

Extra Smoke Bomb

At 9th Level you can craft two additional types of Smoke Bomb.

Potent Smoke Bomb

When you craft a smoke bomb you now make they now become Potent versions of their regular counterparts.  Potent versions of smoke bombs have their damage or healing die doubled and if they require a creature to make a saving throw the DC is now 15 + Dexterity Modifier + your proficiency bonus.

Extra Smoke Bomb

At 13th Level you can craft two additional types of Smoke Bomb allowing you to create and carry all 6 types of bombs.

The Big One

You're one of the best crafters the Saboteurs have ever seen! At 17th Level you can craft the legendary bomb known as "The Big One". You can only craft one "The Big One" per Long Rest, it takes 3 hours, and costs 200GP or 8 bombs worth of materials to make. You may only hold one "The Big One" at any time. If you attempt to craft a second while the first is in your possession the crafting fails and the materials are wasted. Using this bomb uses your action and has a range of 60ft.  This bomb's damage and DC are not affected by "Potent Smoke Bombs"

The Big One - This monster of a smoke bomb creates a colossal tower of smoke from where it lands. This smoke then spreads for 50ft in all directions and 30ft in the air. This smoke goes around corners and behind cover. Any creature, other than you, in this area makes a Dexterity saving throw at disadvantage against a DC 20. On a failed save the creature takes 16d8 Radiant Damage and half as much on a successful save. This damage ignores resistances.

If any of your allies are in the range of the smoke, you can use your bonus action to automatically make them succeed their saving throw. This affects all allies caught in the smoke.

Previous Versions

Name Date Modified Views Adds Version Actions
10/10/2019 8:50:34 PM
9
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1.0
Coming Soon
10/10/2019 8:57:37 PM
10
0
1.1
Coming Soon

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