Rogue
Base Class: Rogue

Saboteurs are Rogues who supplement cunning and skill with ingenious devices of their own creation. Where an Artificer pursues invention as an art unto itself, a Saboteur cares foremost about practicality. A device doesn't need to be elegant- it needs to pick the lock, disable the ward, distract the guard, or bring down the target.

Some Saboteurs receive formal training from Artificers, military engineers, or guilds of craftspeople before applying those talents to less conventional pursuits. Others are entirely self-taught, cobbling together arcane mechanisms from stolen components, scavenged magic items, and whatever else happens to be at hand. Their creations might take the form of clockwork mechanisms, alchemical compounds, enchanted tools, concealed weapons, or unstable arcane contraptions.

Whatever their methods, Saboteurs approach every obstacle as a problem waiting for the right tool. Given enough preparation, and enough spare parts, they can devise a solution for almost anything.

Level 3: Spellcasting

Your study of magical craftsmanship has taught you to produce minor magical effects through specialized tools, arcane devices, and carefully constructed mechanisms. You gain the ability to cast spells.

Cantrips. You know three cantrips of your choice from the Artificer spell list. Whenever you gain a Rogue level, you can replace one of these cantrips with another cantrip of your choice from the Artificer spell list.

When you reach Rogue level 10, you learn another Artificer cantrip of your choice.

Spell Slots. The Saboteur Spellcasting table shows how many spell slots you have to cast your level 1+ spells. You regain all expended spell slots when you finish a Long Rest.

Prepared Spells of Level 1+. You prepare a list of level 1+ spells that are available for you to cast with this feature. To start, choose three level 1 spells from the Artificer spell list.

The number of spells on your list increases as you gain Rogue levels, as shown in the Prepared Spells column of the Saboteur Spellcasting table. Whenever that number increases, choose additional Artificer spells until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots.

Whenever you gain a Rogue level, you can replace one spell on your list with another Artificer spell for which you have spell slots.

Spellcasting Ability. Intelligence is your spellcasting ability for your Saboteur spells.

Spellcasting Focus. You can use Thieves' Tools or one type of Artisan's Tools with which you have proficiency as a Spellcasting Focus for your Saboteur spells.

Rogue Level Cantrips Prepared Spells 1st 2nd 3rd 4th
3 3 3 2 — — —
4 3 4 3 — — —
5 3 4 3 — — —
6 3 4 3 — — —
7 3 5 4 2 — —
8 3 6 4 2 — —
9 3 6 4 2 — —
10 4 7 4 3 — —
11 4 8 4 3 — —
12 4 8 4 3 — —
13 4 9 4 3 2 —
14 4 10 4 3 2 —
15 4 10 4 3 2 —
16 4 11 4 3 3 —
17 4 11 4 3 3 —
18 4 11 4 3 3 —
19 4 12 4 3 3 1
20 4 13 4 3 3 1

Level 3: Artificer's Training

You gain proficiency with one type of Artisan's Tools of your choice, and you learn the Mending cantrip. This cantrip doesn't count against the number of cantrips you know from your Spellcasting feature.

In addition, when you make an attack roll as part of casting an Artificer spell, that attack can qualify for your Sneak Attack even though it isn't an attack with a Finesse or Ranged weapon. All other requirements of Sneak Attack still apply.

Level 9: Gadgeteer

You have learned to rapidly construct temporary arcane devices called Gadgets. You have 7 Gadget Points (GDP), which you expend to deploy these Gadgets. You regain all expended Gadget Points when you finish a Short or Long Rest.

As a Bonus Action, you can expend the required number of Gadget Points to deploy one of the Gadgets below in an unoccupied space or a creature's space within 25 feet of yourself, as specified by the Gadget. You must be holding Thieves' Tools or a type of Artisan's Tools to deploy a Gadget.

Blinding Sparkler (2 GDP). You deploy this Gadget in the space of a creature. The creature must succeed on a Constitution saving throw against your spell save DC or have the Blinded condition until the end of this turn.

Distracting Toy (1 GDP). You deploy this Gadget in an unoccupied space. For the purpose of your Sneak Attack, the Distracting Toy counts as an enemy of any creature within 5 feet of it. The Distracting Toy disappears after 1 minute. A creature within 5 feet of the Distracting Toy can take a Bonus Action to smash it, causing it to disappear. When a creature attempts to smash the Distracting Toy, you can take a Reaction to cause the Toy to dodge the attempt. The creature's Bonus Action is wasted, and the Distracting Toy isn't destroyed.

Gurgle Gas (1 GDP). You deploy this Gadget in the space of a creature, where it immediately releases a nauseating burst of gas. The creature must succeed on a Constitution saving throw against your spell save DC or have the Prone condition.

Slime Capsule (3 GDP). You deploy this Gadget in a space. If a creature is in that space when you deploy the Gadget or enters that space while the Gadget remains there, that creature must succeed on a Dexterity saving throw against your spell save DC or have the Restrained condition until the start of your next turn. If deployed in an unoccupied space, the Slime Capsule remains there for 1 minute or until a creature enters its space, after which the Gadget disappears.

Three-Legged Lockpick (2 GDP). You deploy this Gadget in an unoccupied space. A creature adjacent to the Gadget has Advantage on any ability check it makes as part of the Utilize action with Thieves' Tools. After the Three-Legged Lockpick grants Advantage on three such checks, it disappears.

 

Level 13: Volatile Gadgets

You've become exceptionally quick at constructing and deploying your Gadgets. When a creature willingly enters or leaves a space within 5 feet of you, you can take a Reaction to Deploy a Gadget in that space or in a space adjacent to it, instead of taking a Bonus Action to do so.

In addition, your maximum number of Gadget Points increases to 9, and your spell save DC is increased by 1 for your Gadgets.

Level 17: Apex Gadget

Your mastery of artifice allows you to rapidly construct devices of extraordinary complexity. You gain the following options.

Construct Gadget. As a Bonus Action, you can expend 5 Gadget Points to cast Summon Construct without expending a spell slot. When you cast the spell in this way, taking damage can't cause you to lose Concentration on the spell.

Universal Key. As an action, you can expend 4 Gadget Points to cast Fabricate without expending a spell slot. When you cast the spell in this way, you can use it to create a special key capable of unlocking any nonmagical lock. The key automatically unlocks such a lock when inserted into it, requiring no ability check. After the key has unlocked four locks, it disappears.

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