Saboteur

Some Rogues combine their various skills with an interest in alchemy to produce explosive effects. Known as Saboteurs, these strange alchemists have many specialties; demolition, siege warfare, and entertainment. No matter their focus, they all delight in violent destruction, and due to the rarity of their talents, Saboteurs are invaluable allies and dangerous foes.  

Saboteur Exploits

3rd-level Rogue (Saboteur) Feature   You learn certain Exploits at the Rogue levels noted in the table below. These don't count against your total number of Exploits Known and can't be switched upon gaining a level.
Rogue LevelExploit
3rdalchemical adept, smoke bomb
5thalchemical oil, flash bomb
9thbewildering blow

Destructive Strikes

3rd-level Rogue (Saboteur) Feature   Your work has given you a knack for identifying structural weak points. When you hit a non-magical structure with a melee weapon attack or damage it with a Devious Exploit or an Explosive, it is considered an automatic critical hit.   Moreover, when you attack a construct, your attacks score a critical hit on an attack roll of 19 or 20 on the d20.  

Explosives

3rd-level Rogue (Saboteur) Feature   You gain proficiency in alchemist's supplies, along with the knowledge of synthesizing the powerful Explosives below:   Explosives Known. You learn to craft two Explosives, a Hand Bomb and one other Explosive of your choice from the list of Saboteur Explosives as the end of this Archetype. In order to learn an Explosive you must meet any prerequisites it may have. You can learn an Explosive at the same time you meet its Rogue level prerequisite.   Whenever you would learn a new Devious Exploit you can choose to learn a new Explosive instead.   Crafting Explosives. At the end of each long rest, you can use alchemist's supplies to craft individual Tiny objects that contain one copy of each Saboteur Explosive you know, without expending an Exploit Die. Any Explosives you craft lose their potency and become unusable at the end of your next long rest.   As an action, you can use your alchemist's supplies to craft another copy of a Saboteur Explosive you know by expending the number of Exploit Dice listed in its description.   Using Explosives. A creature can take the Use an Object action to throw one of your Saboteur Explosives at a point it can see within 60 feet of it. It explodes on impact, generating the effects in its description centered on the point of impact.   Explosive save DC. When an Explosive forces a target to make a saving throw, it does so against your Exploit Save DC.  

Advanced Alchemy

7th-level Rogue (Saboteur) Feature   Your increased knowledge and mastery of alchemy allows you to alter the Explosives you make in the following ways:   Appearance. You can alter the outward appearance of an explosive. When they are unlit, creatures must succeed on an Intelligence (Investigation) check against your Exploit Save DC in order to recognize the object as an unlit Explosive.   Color. You alter the color of the Explosive itself, the color of the explosion, and the color of the smoke it produces.   Damage Type. You alter the damage type of any Explosive you craft to deal magical bludgeoning, piercing, fire, thunder, or lightning damage in place of its normal damage type.  

Quick Chemistry

7th-level Rogue (Saboteur) Feature   Your skill allows you to formulate and use your Explosives quickly. You can use a bonus action on your turn to expend Exploit Dice to craft a Saboteur Explosive you know.   You also learn one Saboteur Explosive of your choice.  

Sabotage

13th-level Rogue (Saboteur) Feature   You are adept at exploiting creatures who are unaware. Any creature that is surprised or has not yet acted during the first round of combat has disadvantage on its initial saving throw against any Saboteur Explosives thrown by you.   In addition, whenever you roll initiative, you can craft a Hand Bomb without expending an Exploit Die, or craft one Explosive you know, expending Exploit Dice as normal.   You also learn one Saboteur Explosive of your choice.

Hair Trigger

17th-level Rogue (Saboteur) Feature   You have modified your Explosives so you can detonate them from afar. When you craft an Explosive, you can incorporate a rudimentary arcane remote to trigger the Explosive from afar.   As an action, you can trigger one Explosive that is crafted with a remote trigger, so long as you are within 200 feet of it.   Lastly, you learn a final Saboteur Explosive of your choice.  

Saboteur Explosives

Here is the list of Explosives available for Saboteurs to learn. If a Saboteur Explosive has a prerequisite level, you can learn it at the same time that you meet its prerequisite level.  

Glittering Dust

Prerequisite: 3rd-level Rogue, Cost: 1 Exploit Die   On impact, reflective particles cover a 20-foot cube, forcing creatures in that area to make a Dexterity saving throw. On a failed save, creatures are covered in these particles, and any attack roll made against them is made with advantage.   A creature can use its action to scrape all these reflective particles off of it, ending the effects of this Explosive.  

Hand Bomb

Prerequisite: 3rd-level Rogue, Cost: 1 Exploit Die   On impact, this simple, yet effective explosive detonates and forces targets within 5 feet to make a Dexterity saving throw. They take fire damage equal to your Sneak Attack bonus on a failed save, and half as much fire damage on a success.  

Seismic Charge

Prerequisite: 3rd-level Rogue, Cost: 1 Exploit Die   On impact, this bomb disrupts the earth, forcing creatures within 10 feet to make a Strength saving throw. On a failure, they take thunder damage equal to half your Sneak Attack bonus, and any Large or smaller creatures fall prone. On a success, they take half as much damage and don't fall.   Any non-magical structure crafted from wood, earth, or stone takes the maximum damage from this Explosive.   If the area within this explosion is loose dirt or stone it becomes difficult terrain. A creature can use an action on its turn to clear a 5-foot square of this difficult terrain.  

Tangleroot

Prerequisite: 3rd-level Rogue, Cost: 1 Exploit Die   On impact, synthetic vines burst forth, and creatures within 5 feet must make a Dexterity saving throw. On a failure, they are restrained by the vines for up to 1 minute. As an action, a restrained creature can make a Strength or Dexterity check (its choice) against your Exploit save DC. On a success, they escape from the effect of the restraining vines.  

Thunder Pulse

Prerequisite: 3rd-level Rogue, Cost: 1 Exploit Die   On impact, a wave of thunderous force bursts forth, audible out to a distance of 300 feet, forcing creatures in a 15-foot cube to make a Constitution saving throw. On a failure, they take thunder damage equal to half your Sneak Attack bonus and are pushed 10 feet away from the point of impact. On a success, they take half as much damage and are not moved.   Any unsecured objects within the area are automatically pushed 10 feet away from the Explosive's point of impact.  

Alchemical Webbing

Prerequisite: 7th-level Rogue, Cost: 2 Exploit Dice   On impact, sticky alchemical webbing covers a 20-foot cube creating difficult terrain and lightly obscuring the area of the cube. If there aren't any vertical surfaces, walls, or ceilings to support the webbing, it collapses and instantly dissolves.   Any creature that starts its turn in the webbing, or enters the area during its turn must succeed on a Dexterity saving throw or become restrained by the webbing.   As an action, a restrained creature can make a Strength or Dexterity check (its choice) against your Exploit save DC. On a success, it is no longer restrained by the webbing.   The alchemical webbing remains for 1 minute. If it takes any fire damage all the webbing is instantly dissolved.  

Incendiary Bomb

Prerequisite: 7th-level Rogue, Cost: 2 Exploit Dice   On impact, a ball of fire rushes outward in a 30-foot radius, forcing creatures within the area to make a Dexterity saving throw. Creatures take fire damage equal to your Sneak Attack bonus on a failed save, and half as much on a success.   Moreover, any flammable objects in this area are ignited.  

Noxious Gas

Prerequisite: 7th-level Rogue, Cost: 2 Exploit Dice   On impact, a cloud of putrid yellow gas spreads outward in a 20-foot radius sphere. It spreads around corners and heavily obscures the area for 1 minute. Any creature that starts its turn within the cloud must succeed on a Constitution saving throw or spend its turn gagging a reeling from the gas. Any creature that is immune to poison or doesn't need to breathe automatically succeeds on its Constitution saving throw.  

Greater Seismic Charge

Prerequisite: 13th-level Rogue, Cost: 3 Exploit Die   On impact, this bomb disrupts the earth, forcing creatures within 30 feet to make a Strength saving throw. On a failure, they take thunder damage equal to your Sneak Attack bonus and any Huge or smaller creatures fall prone. On a success, they take half as much damage and do not fall prone.   Any non-magical structure crafted from wood, earth, or stone takes the maximum damage from this Explosive.   If the area within this explosion is loose dirt or stone it becomes difficult terrain. A creature can use an action on its turn to clear a 5-foot square of this difficult terrain.  

Vitriolic Charge

Prerequisite: 13th-level Rogue, Cost: 3 Exploit Dice   On impact, a wave of acidic chemicals explodes outward in a 30-foot radius forcing any creatures in that area to make a Dexterity saving throw. On a failure, they take acid damage equal to your Sneak Attack bonus, and acid damage equal to half your Sneak Attack bonus at the start of their next turn.  

Astral Vortex

Prerequisite: 17th-level Rogue, Cost: 4 Exploit Dice   On impact, a rift to the Astral Plane opens and creatures within 5 feet must succeed on a Charisma saving throw or be sucked through the rift and remain there for 1 minute. After which, the rift to the Astral Plan disappears.   At the end of each of its turns, any creature that has been banished through the rift to the Astral Plan can repeat this saving throw, returning to its original space on a success.

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