Roguish Archetype - The Saboteur

Saboteurs will use anything and everything at their disposal to get the job done. Ruthlessly resourceful and alarmingly precise, Saboteurs are born to disrupt the schemes of others. These rogues can be found working for governments, criminal syndicates, or any other organization that would rather see someone else’s plans fail. Just as often, however, Saboteurs can be found working for themselves, using their considerable talents for their own benefit.

Mechanically Inclined

When you choose this archetype at 3rd level you gain proficiency with Tinkerer’s Tools and Alchemist’s Supplies. You also gain Alchemist's Supplies and Tinkerer’s Tools for free - the result of tinkering you’ve done as you’ve prepared for this specialization.

Sabotage

When you choose this Archetype at 3rd level, you learn to craft and use a variety of devices on the fly to help you disrupt your enemies using a combination of precision and ingenuity.

Devices. You learn to make three devices of your choice, detailed under “Devices” below. Some devices are created and used as part of an attack - you can use only one of these devices per attack.

You learn to create an additional device at levels 9, 13, and 17. Additionally, whenever you learn a new device you can replace one device you know with a different one.

Components. You have 3 components, representing the various gadgetry and alchemical reagents you keep prepared and on your person which you must expend to assemble or activate some devices. You regain all expended components during a short or long rest.

You gain an additional component at levels 9 and 17.

Saving Throws. Some of your devices require your target to make a saving throw to resist the device’s effects. The saving throw DC is calculated as follows:

Device save DC = 8 + your proficiency bonus + your Intelligence modifer

Professional Vandal

Starting at 9th level whenever you spend at least 1 minute studying a device or trap, you learn certain information about its construction. You can determine the parts used in its creation, any repairs or maintenance it is in need of, and the quickest way to break it. When making a skill check to disable a device or trap you’ve studied this way, you can expend a component. If you do, you gain advantage on the check.







Always Prepared

At level 13, when you roll initiative and have no components remaining, you regain one component.

Dismantle

By level 17, you’re a master of systematically wearing down your enemies. Whenever you force a creature under the effects of one of your devices to make a saving throw, that creature has disadvantage on that saving throw. Whenever you attack a creature under the effects of one of your devices, your weapon attacks score a critical hit on a 19 or 20.

Shin Fei

https://www.artstation.com/shenfei

Image credit: Julia Kovalyova

https://rinmaho.artstation.com/