Some rogues combine their various skills with an interest in alchemy to produce explosive effects. Known as Saboteurs, these strange alchemists have many specialties; demolition, siege warfare, entertainment. No matter their focus, they all delight in violent destruction, and due to the rarity of their talents, Saboteurs are invaluable allies or dangerous foes. <br> ___ ### 3rd Level <br> ##### Destructive Strikes Your work has given you a knack for identifying structural weak points. Starting at 3rd level, when you hit a non-magical structure with a weapon attack or one of your [[#Explosives|Explosives]], it is considered an automatic [[Damage and Healing#Critical Hits 🛠|critical hit]]. Also, when you attack a [[Creature Type#Construct|Construct]], you score a critical hit on an attack roll of 19 or 20. <br><br> ##### Explosives You gain a number of explosive charges equal to your Rogue level + your [[Levels & Proficiency Bonus#Proficiency Bonus|proficiency bonus]]. You expend these charges to use the simple explosive devices listed below. If a device requires a saving throw, your Explosive Save DC = 8 + your [[Levels & Proficiency Bonus#Proficiency Bonus|proficiency bonus]] + your Intelligence modifier. A creature can only take damage from your explosive devices once per turn. You regain all expended explosive charges when you finish a [[Survival Needs#Long Rest|long rest]], as long as you have access to a set of [[Gear Appendix#Alchemist Supplies|alchemists supplies]]. <br> ###### Hand Bomb (1 Charge) >As an action you arm and throw a hand bomb to a point you can see within 20ft. The explosive detonates on impact, requiring every creature within 5ft to make a Dexterity saving throw. A target takes fire damage equal to your [[Rogue#Sneak Attack|Sneak Attack]] on a failed save, or half as much damage on a successful one. <br> ###### Satchel Charge (3 Charges) >As an action you place an explosive satchel in an unoccupied space and set a fuse. The fuse is a timer which can be set for 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. If a creature is unaware of the satchel charge before it explodes, they make this save at [[Abilities & Skills#Advantage & Disadvantage|disadvantage]]. A target takes fire damage equal to your [[Rogue#Sneak Attack|Sneak Attack]] on a failed save, or half as much damage on a successful one. > >Once placed, the satchel has an AC of 10 and 1 Hit Point. If it receives any damage, it is harmlessly destroyed. <br> ###### Smoker (2 Charges) >As a bonus action, you throw a smoker up to 30ft which bursts into a cloud of smoke. The cloud is a 20ft wide sphere which spreads around corners and [[Exploration & Environment#Heavily Obscured|heavily obscures]] the area. The smoke dissipates at the start of your next turn. <br> ___ ### 9th Level <br> ##### Trip Wire You learn the [[Divine Spells#Alarm|alarm]] spell and you are able to cast it at-will. When you cast this spell, you can link it with any nearby [[#Satchel Charge (3 Charges)|Satchel Charges]]. A satchel can be no more than 15ft away from where the spell was cast. When the [[Divine Spells#Alarm|alarm]] spell is triggered, attached Satchel Charges explode. A satchel linked to an [[Divine Spells#Alarm|alarm]] spell cannot have a timed fuse. Creatures caught in an explosion caused by this feature make their saving throw with [[Abilities & Skills#Advantage & Disadvantage|disadvantage]]. <br> ___ ### 13th Level <br> ##### Munitions Upgrade Your explosives receive a munitions upgrade. You gain the following benefits; - Your [[#Hand Bomb (1 Charge)|Hand Bombs]] and [[#Satchel Charge (3 Charges)|Satchel Charges]] can now deal acid, fire, poison, or thunder damage. You decide the damage type when you use the explosive. - Your [[#Hand Bomb (1 Charge)|Hand Bombs]] and [[#Satchel Charge (3 Charges)|Satchel Charges]] deal an additional 3d6 damage. - Your [[#Satchel Charge (3 Charges)|Satchel Charges]] can now be attached to solid vertical surfaces, such as a stone or wood wall. - The distance you can throw your [[#Hand Bomb (1 Charge)|Hand Bombs]] and [[#Smoker (2 Charges)|Smokers]] is doubled. - If a non-hostile or allied creature is aware that you are using one of your [[#Explosives]] and would be required to make a saving throw against them, they can make their saving throw with [[Abilities & Skills#Advantage & Disadvantage|advantage]]. <br> ___ ### 17th Level <br> ##### Rigged to Blow If you have at least 3 unused [[#Explosives|explosive charges]] and you are reduced to 0 Hit Points, but not [[Damage and Healing#Instant Death|outright killed]], you can use your reaction to arm and detonate a [[#Satchel Charge (3 Charges)|Satchel Charge]], with the explosion centered on yourself. The damage of this feature is applied even if a creature has already taken damage from one of your [[#Explosives|explosives]] this turn. Only after the [[#Satchel Charge (3 Charges)|Satchel Charge]] has detonated, do you fall [[Conditions#Unconscious|unconscious]] or begin [[Conditions#Dying 🛠|dying]]; therefore this damage does not incur a failed [[Damage and Healing#Death Saving Throws 🛠|death saving throw]].