Rogue
Base Class: Rogue

Some rogues use their abilities purely for breaking through or avoiding the security measures that guard their targets. Trigger rogues, however, take these devices and use them against their enemies with clever tactics and technical genius. On the battlefield, they can easily manipulate the area to overwhelm and infuriate their opponents. Often times, these individuals are hired to protect locations and objects with their deadly defenses.

Arcane Delver's Bane

Starting at 3rd level, you are capable of casting a limited amount of spells. This arsenal grows at certain rogue levels.

3rd: alarm, snare
5th: arcane lock, locate object
7th: glyph of warding, counterspell
9th: faithful hound, leomund's secret chest

Your spellcasting ability for these spells is Intelligence, with your spell save DC equal to 8 + your proficiency bonus + your Intelligence modifier. You do not require material components of up to 1,000 gp in cost unless the spell requires you to interact with one of the objects used in order to enact an effect of the spell. You can cast up to 2 spells per long rest.

 At levels 7, 9, and 13, you can cast an additional spell per long rest.

Mine Sniper

At 3rd level, you can toss deadly traps around the battlefield to batter your enemies at a distance. As a bonus action, you can toss one of these devices at a range up to 10x your rogue level onto an object, creature, or the ground. If you attempt to toss it onto a creature, you must make a ranged weapon attack against their AC (attack modifier = Dexterity modifier + proficiency bonus) to have it successfully land and stick onto the creature. Being that these gadgets are lightweight and tiny, a creature must make a Perception or Investigation check in order to find it (DC = 10 + your proficiency bonus + your Dexterity modifier).

After 3 rounds, the device will detonate and require every creature within a 10 foot radius of it to make a Dexterity saving throw (DC = 10 + your Intelligence modifier). If the device is on a creature, that creature automatically fails the saving throw. On a failure, a creature within the radius takes fire, lightning, or bludgeoning damage (your choice) equal to your sneak attack damage. Objects within the area of effect may splinter or be pushed back, depending on their physicality. Additionally, you can choose to detonate the device as a bonus action before 3 rounds have elapsed.

Once a device is activated and its effects transpire, it loses that ability and cannot be used for any of your trigger rogue features. You have a limited number of these devices, with your supply of them failing to function after 24 hours. Once per day, however, you can take an hour to make 1d4 new devices.

At 7th, 9th, and 13th level, you can make an additional 1d4 devices every day.

Device Diversity

Starting at 9th level, you are able to engineer more purposes for your gadgets. You gain two new functions to choose from when throwing them, with the factor that a creature attached to these devices do not automatically fail their saving throws against these effects.

Flash Blitz When detonated, blazing light flashes within a 5 foot radius of the device. Any creature within this radius must make a Constitution saving throw (DC = 10 + your Intelligence modifier). On a failure, the creature is blinded for 1 minute. At the end of each of its turns, it can make another Constitution saving throw. On a success, the blinded condition is negated.

Smog Burst When detonated, various fumes pool within a 5 foot radius of the device. Any creature within this radius must make a Constitution saving throw (DC = 10 + your Intelligence modifier). On a failure the creature inhales the fumes and their mind becomes hazy. They have disadvantage on Wisdom, Charisma, and Intelligence saving throws until the end of your next turn.

Greater Device Diversity

By 13th level, damage from your devices is magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Additionally, you gain two new types of devices:

Detection Detonator This device, unlike the others, only activates by your command or when a creature or object gets within a 5 foot radius of it. Either trigger causes the device to emit a high pitched alarm that can be heard up to 300 feet away and lasts for 10 minutes. When it does so, any creature within 30 feet of the device that can hear must make a Constitution saving throw (DC = 10 + your Intelligence modifier). On a failure, the creature takes 3d6 thunder damage, or half as much on a success.

Contact Crisper This device, unlike the others, is designed to protect the carrier. Upon being placed on an object or creature, it only triggers when something touches the object or creature in contact with the device. When a creature comes in contact with the carrier object or creature, they must make a Dexterity saving throw (DC = 10 + your Intelligence modifier) as lightning sparks up their body. On a failure, the creature takes 3d6 lightning damage, or half as much on a success.

Minefield

When you reach 17th level, you can make your devices work together to form a grid of energy. Upon dropping two or more devices, you can change their function to this ability: At the end of 3 rounds or on your command, the devices light up and blast electrical currents between one another, forming straight, linear lines connecting to every other device within a 30 foot radius. Any creature within one or more of these lines must make a Dexterity saving throw (DC = 10 + your Intelligence modifier). On a failure, they take 6d6 lightning damage and are stunned until the end of their next turn. On a success, they take half as much damage and are not stunned.

You can only use this ability twice per long rest.

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