The Saboteur

Many rogues and ne'er do wells of the world use blade and bow to strike their targets. Others may rely on magic to carry out their deeds. There are those few, however, who use their ingenuity and craftsmanship to create explosives or traps to achieve their goals.

Mechanical Ingenuity

When you choose this archetype at 3rd level, you learn how to construct Mechanisms.

Mechanisms You learn how to construct two Mechanisms of your choice, as listed in the "Mechanisms" section shown below. As an action, you may construct and deploy a known Mechanism onto a solid surface within 5 ft of you. A Mechanism is a visible, auditory, magical object that cannot be interacted with after being deployed. Anytime a creature you can see enters or leaves the range of a Mechanism's effect, you may use a reaction to detonate any amount of deployed Mechanisms within 10 minutes of deploying them.

You learn how to make an additional Mechanism at the 9th, 13, and 17th level.

Deployment You may create and deploy one Mechanism every short or long rest. The amount of mechanisms you can create per short or long rest increases by one at the 9th, 13th, and 17th level.

Saving Throws Some Mechanisms require targeted creatures to make a Saving Throw to resist its effects. The saving throw DC is calculated as follows:

Mechanism Save DC = 8 + your proficiency Bonus + Your Intelligence Modifier

Credit: Valve

Apparatus Apprehension

At the 9th level, you gain the ability to better understand mechanisms beyond your own. After spending one minute interacting with a trap or other mechanical device, you gain knowledge of one of the following things:

Difficulty Class to disarm.

Difficulty Class to avoid/dodge.

Damage dealt on failed save.

Type of device (Benign, Alert, Snare, Harmful, or Magical).

Who or what made the device.

In addition, you have a knack for hearing the odd clicking of hidden machinery. You do not take disadvantage on a saving throw when surprised by a mechanical trap, such as hidden darts or spikes.

Remote Delivery

At 13th level, your expertise in mechanisms allows you to deploy them faster and at a farther range. Now you may deploy your mechanisms using a Cunning Action. Also, your Mechanisms can be deployed anywhere you can see within a range of 30 feet.

Partners in Crime

At 17th level, your skills with Mechanisms have earned the trust of your companions. Upon deploying a Mechanism, any allied creatures within the range of it may take a reaction to move up to 10 feet. A creature that leaves the range of the Mechanism using this reaction counts as leaving the range of the Mechanism for the purposes of triggering the reaction to detonate it..