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## 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.
\pagebreakNum ## 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 additional 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.
>Artwork By 周 亮 & Jason Wang
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