Roguish Archetype
Saboteur
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 round. 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;
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Your grenades and explosive satchels can now deal Acid, Fire, Poison, or Thunder damage. You decide the damage type when you use the explosive.
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Your Grenades and Satchels deal an additional 3d6 damage.
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Your Explosive Satchels can now be attached to solid vertical surfaces, such as a stone or wood wall.
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The distance you can throw your grenades and smoke bombs increases to 60ft.
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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.
Artwork By 周 亮 & Jason Wang
Subclass by DNDBlue | Version 3.4
