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.

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 gain advantage on the check.

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:

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 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.

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 or other action - you can use only one of these devices per attack or corresponding action.

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.

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.

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 personal gain.

Devices

Alchemical Bolas. As an action you can expend a component to entangle a creature with a specialized bolas. Choose acid, cold, fire, thunder, or poison and a target you can see within 30 feet. Make a ranged weapon attack roll against the target. On a hit the target takes damage of the chosen type equal to your sneak attack damage and must make a Dexterity saving throw. On a failed save, the target is knocked prone.

Bladefrost Oil. As a bonus action you can expend a component to coat a weapon with a thin layer of freezing oil. Choose a weapon you're holding. The next time you hit with a weapon attack using the chosen weapon during the next minute, the target takes cold damage equal to your Intelligence modifier and must make a Constitution saving throw. On a failed save the target cannot take reactions until your next turn, and on its next turn it can take an action or a bonus action, but not both.

Blasting Disk. As an action you can expend a component to securely attach a blasting disk to a creature or object within 5 feet of you. As a bonus action you can detonate any number of these disks, causing all creatures within 5 feet of a disk to make a dexterity saving throw. Creatures take thunder damage equal to your Intelligence modifier for each exploding disk they're adjacent to on a failed save, or half as much on a successful save. Creatures unaware of the disks have disadvantage on this saving throw and take additional damage equal to your sneak attack damage on a failed save. All blasting disks you've placed lose their potency when you take a long or short rest. Any creature may spend an action disabling a placed disk, removing it and rendering it inert.

Blinding Powder. When you hit a creature with an attack, you can use a bonus action and expend a component to attempt to temporarily damage the target’s vision. The target makes a Dexterity saving throw. On a failed save, the target is blinded until the end of your next turn.

Climbing Slime. As an action you can expend a component to coat the feet of a creature within 5 ft of you with a thick, gooey substance. For the next hour the creature can move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.

Crackling Flask. As an action you can expend a component to smash a flask on the ground, releasing a field of distracting but harmless sparks into the air. Choose a point that you can see within 30 feet of you. Sparks fill a 10-ft radius from the chosen point. Creatures in the affected area must immediately make a Constitution saving throw. On a failed save, they lose concentration on any active spells.

Distracting Flare. When you hit with a creature with a melee weapon attack, you can spend a component to mark that creature with a bright, disorienting flare. The next attack made against the target has advantage if it's made before the end of your next turn.

Exploding Bolt. When you hit a target with a ranged weapon attack, you can expend a component to attempt to force the target back. The target takes fire damage equal to your Intelligence modifier and must make a Constitution saving throw. On a failure, the target is pushed 10 ft in a straight line away from you.

Flask of Grease. As an action you can expend a component to throw a flask of grease. Choose a point that you can see within 30 feet of you. Grease coats the floor in a 5-foot radius around the point until the end of your next turn. The area is considered difficult terrain. Each creature starting its turn, entering, or ending its turn in the area must succeed on a Dexterity saving throw or fall prone.

Flour Bomb. As a bonus action, you can expend a component to release a large cloud of flour into the air. Choose a point that you can see within 30 feet of you. A 20-foot radius cloud of flour bursts into the air, coating creatures inside the area. Creatures coated this way cannot benefit from being invisible until they take an action to clean the flour off themselves.

Hindering Venom. When you hit a creature with a weapon attack you can expend a component, injecting venom into the target. The target takes poison damage equal to your Intelligence modifier and must make a Constitution saving throw. On a failed save the target's speed is halved until the end of your next turn and for the duration whenever the target makes an attack roll or saving throw they must roll a d4 and subtract the number rolled from the result.

Psychadelic Toxin. When you hit a creature with a weapon attack, you can spend a component to inject that target with a psychadelic toxin. The target takes acid damage equal to your Intelligence modifier and must make a Wisdom saving throw. On a failed save, the target is frightened of you until the end of your next turn.

Smoke Bomb. As a bonus action or as part of an attempt to hide, you may expend a component to release a smoke bomb or similar device. Choose a point that you can see within 30 feet of you. A 10-foot radius burst of smoke or similar effect of your own engineering billows around that point. The smoke spreads around corners, and its area is heavily obscured until the end of your next turn.

Sticky Goo. As an action you can expend a component to coat an area in sticky goo. Choose a point that you can see within 30 feet of you. Goo coats the floor in a 10-foot radius puddle around that point until the end of your next turn. The area is considered difficult terrain and when a creature enters the area for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, their speed is reduced to 0 for the turn.

Thunder Dust. As an action you can expend a component to lay a thin layer of unstable dust across up to four adjacent 5-ft squares. Whenever a creature enters the space or disturbs the dust it emits a loud cracking sound equivalent to a broomstick breaking. The dust is nearly impossible to see when in place, but a creature can spend an action examining the space to make an Intelligence saving throw. On a success, the creature determines the nature and location of the dust.