The Saboteur

You specialize in traps, arson, and the general destruction of your enemy's supplies and the setting of ambushes. Rogues who follow this archetype are often tasks with the destruction of an enemy's supply lines during a military campaign, or with rigging bridges and building to collapse to take town specific targets. Their tactics require advanced planning and precise execution, but offer great rewards when performed exactly.

Bonus Proficiency

Beginning when you choose this archetype at 3rd level, you gain proficiency in Alchemist's Tools. You add double your proficiency bonus to all checks you make with these tools.

Demolitions Expert

Starting at 3rd level, you can create and use an explosive device. The rules for creating these devices, as well as the devices' properties, are detailed in the Explosive Devices section below.

These devices can either be set on the ground or against an object or surface, or they can be thrown. Whether a device is set or thrown depends on the device's properties.

Grenadier

Starting at 9th level, your proficiency with throwing devices allows you to make impossible throws. You gain the following benefits when using a weapon with the Thrown properties:

Attacking at long range does not impose disadvantage on your attack rolls.

You ignore quarter and half cover.

You can angle your throw to ricochet around corners and obstacles, but you have disadvantage when making ranged attacks against targets that you cannot see.

Cunning Craftsman

Starting at 13th level, the time and gold cost for creating a device's components is halved. Furthermore, you can now conceal a device when you set it. You can make a Dexterity(Stealth) check as a bonus action when you set a device.

Creatures attempting to see the device will need to succeed on an Intelligence(Investigation) check against the result of your Dexterity(Stealth) to discover the device, otherwise it will be invisible to them.

Creatures have disadvantage on saving throws against devices that they cannot see.

Master Saboteur

Starting at 17th level, you have become a master in the art of setting deadly ambushes. The Saving Throw DC for your devices is increased by 2.

Explosive Devices

Saboteurs can use their alchemists' tools to create explosive devices, and can set these devices or throw them at a target.

Creating Devices

A saboteur can create a device when they have access to a set of alchemists' tools by spending 10 minutes and 5gp per device to craft the components. The devices are generally small enough to fit in one hand, and weigh 3 pounds.

A device's properties are set when it is created. The device's properties are its Type, Range, Damage Type, and Effect.



Range is the area affected by the device when it detonates. The Saboteur can choose one of the two options: A 20-foot radius centered on the device, or a 30 foot cone aimed in a single direction.

Damage Type is the type of damage dealt by the device. The Saboteur can choose to have the device deal Acid, Fire, Piercing, or Thunder damage. A device can only have a single damage type.

Effect is the special effect dealt by this device. The effect is in place in the device's Range, and will dissipate or end one round after the device's detonation. The following table shows the different effects. A device can only have a single effect.

Effects

Name Effect Gaseous The range is Heavily Obscured Poisonous Creatures in the range are Poisoned Concussive Creatures in the range are Deafened Flashbang Creatures in the range are Blinded

Using Devices

Saboteur can use their devices with a Standard Action. The devices can either be used as a weapon with the Thrown and Finesse property and a range of 30/60, or they can be set against a surface or another object.

Thrown devices detonate upon impact, and do not require an attack roll. Set devices detonate when a condition is met: A creature stepping on a trigger, a certain span of time has passed since it was set, or if they are triggered as a bonus action by the Saboteur, who must be within 60 feet to trigger them manually.

Device Explosion

Explosive devices deal an amount of damage equal to the Saboteur's Sneak Attack damage upon detonation. All creatures in the device's Range must make a Dexterity saving throw against DC = 8 + your Intelligence bonus + your proficiency bonus.

Creatures in the range take half damage on a successful saving throw, and do not suffer from the device's Effect. Upon a failed saving throw, creatures take full damage and suffer from the device Effects.