Rogue
Base Class: Rogue

Obstruction, disruption, and destruction. Saboteurs specialise in damaging their enemies through silent and indirect methods, choosing to focus their attention on destroying infrastructure and production lines. A Saboteur in the right location can cripple armies and bring a war to a halt.

Unlikely Suspect

3rd-level Saboteur feature

You gain proficiency with Tinker's Tools and the Disguise kit.

Silent Agitator

3rd-level Saboteur feature

You gain a number of explosive charges equal to your Rogue level + your Intelligence modifier. You expend these charges to use the explosive devices listed below. If a device requires a saving throw, using the following to calculate the Save DC;

Save DC = 8 + your proficiency bonus + your Intelligence modifier.

Creatures can only take damage from one of your explosive devices per turn. You regain all expended explosive charges when you finish a long rest, assuming you have access to your Tinker's Tools.

Explosive Devices

Grenade
Charges Expended: 1
As an action, you arm and throw a grenade 30ft. The grenade explodes on impact, requiring every creature within 5ft to make a Dexterity saving throw. A target takes fire damage equal to your sneak attack on a failed save, or half as much damage on a successful one.

Satchel
Charges Expended: 3
As an action, you place an explosive satchel in an unoccupied space within 5ft of you and set the fuse. The fuse is a timer which can be set it as early as the end of your turn and as late as 1 hour.

When the timer has been reached the satchel explodes, spreading around corners and requiring all creatures within 20ft to make a Dexterity saving throw.

A target takes fire damage equal to your sneak attack on a failed save, or half as much damage on a successful one. Structures in the blast radius automatically fail their save and take twice the damage.

Once placed, the satchel has an AC of 10 and 1 Hit Point. If it receives any damage, it is harmlessly destroyed.

Smoke Bomb
Charges Expended: 1
As a bonus action, you throw a bomb 30ft which bursts into a cloud of smoke. The cloud is a 30ft wide sphere which spreads around corners and heavily obscures the area. The smoke dissipates at the start of your next turn.

Trip Wire

9th-level Saboteur feature

You learn the Alarm spell and you are able to cast it as a ritual. Intelligence is your spellcasting ability for this spell.

When you cast alarm, you can link it with the fuse of a nearby explosive satchel. The satchel can be no more than 15ft away from where alarm was cast. Satchels linked the alarm spell no longer have a timed fuse, instead they explode when the alarm spell is triggered.

Creatures caught in an explosion caused by this feature make their saving throw with disadvantage.

Munitions Upgrade

13th-level Saboteur feature

Your explosives receive a munitions upgrade. You gain the following benefits;

  • Your grenades and explosive satchels can now deal Acid, Fire, Poison, or Thunder damage. You decide the damage type when you use the explosive.
  • Your Grenades and Satchels deal an additionally 3d6 damage.
  • Your Explosive Satchels can now be attached to solid vertical surfaces, such as a stone or wood wall.
  • The distance you can throw your grenades and smoke bombs increases to 60ft.
  • Any Non-hostile creatures caught in one of your explosions make their saving throw with advantage.

Rigged to Blow

17th-level Saboteur feature

If you have at least 3 explosive charges and you are reduced to 0 Hit Points, but not outright killed. You can use your reaction to arm and detonate a satchel charge, with the explosion centered on yourself.

The damage of this feature is still applied, even if a creature has already taken damage from an explosive device this turn. You and any creatures of your choice are immune to the damage of this feature.

Previous Versions

Name Date Modified Views Adds Version Actions
8/24/2021 4:24:31 AM
8
5
1.0
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes