Saboteur
Hit Points
Hit Dice: d10 per Saboteur level
Hit Points at first Level: 10 + Constitution Modifier
Hit Points at Higher Levels: 1d10 + constitution modifier per Saboteur level after 1st
Proficiences
Armor: Light, Medium, Shield
Weapons: Simple, Martial, Explosive*
Tools: Explosives Kit, Alchemist Supplies
Saving Throws: Dexterity, Intelligence
Skills: Choose any three from; Athletics, Acrobatics, Sleight of hand, History, Nature, Investigation, Stealth, Perception, Medicine.
Overview & Creation
A darkly dressed wood-elf approaches a castle tower in the pouring rain. He lays something against the wall of the tower and retreats into shadow before a huge explosion annhilates the lower portion of the structure, bringing it tumbling through the main wall of the fortress.
A broad chested human covered in burn scars charges into the midst of an orc warband, he tosses spheres of clay as he goes, each one flashing and cracking with light, flame and gases of different hues. The Orc's in the confusion fall one by one as the warrior cuts down burned, blinded and poisoned foes.
A halfling waif grins as two of her human companions sprint toward her, behind them a swooping wyvern draws close. Just as her allies reach her she pulls a heavy, oddly shaped bolt from a pouch, loads it and takes aim at the flying terror. She silently mouths the word 'boom' as she releases the bolt which strikes the wyvern and encasses it in a flash of blue white steam and 2 feet of solid ice.
Saboteurs are the brave and possibly slightly mad students of the art of Explosives. They have dedicated years and perhaps even a few fingers or an eye to this most unstable craft. The result is an expert in all things that go Boom! Whether devastating a squad of enemy warriors, breaking though the seemingly undefeatable stone walls of a fortress or setting up a trap in the lair of some creature, the Saboteur very much embodies the idea that no problem can't be solved with the liberal application of explosive firepower.
If you want to play the Saboteur, make sure you discuss this with your DM as this class is intended to give a player access to a variety of new problem solving tools that they will likely want to consider when setting up the adventure.
Class Features
Bombmaking
Starting at first level you have learned the art of bomb making giving you proficiency with the Explosives Kit and have finally built your Bomb Belt. At the end of a short rest you may produce 1 bomb of your choice from your list of Recipes. At the end of a long rest you may produce your level + Your intelligence modifier (Minimum of 1) Explosives from your list of recipes. You may have a number of bombs equal too or fewer than indicated in the Bomb Belt column of the Saboteur Feature table.
You also have proficiency with both Grenade and Bomb weapons. Rules for the use of these weapons as well as the Bomb Belt Item are included.
You learn new recipes as you level up and you may also find recipes in the world as you play. There is no limited to thenumber of unique recipes you may have on your person. Some Recipes have prerequisites that must be met before their bomb can be produced. Recipes come in the following three varieties
Basic: basic recipes require no additional components, only the rest and an explosive kit.
Advanced: In addition to the rest and the set of Explosive kit, advanced recipes require certain special ingredients. This can be nearly anything as determined by the recipe itself, if you are unsure whether a particular ingredient requirement is met by an item ask your DM.
SpellTouched: These rare and powerful recipes require a spell caster to expend a spell slot of first level or higher at the end of the same rest that you are using to craft this explosive. Otherwise crafting these explosives works identically to the basic or advanced recipes (In that some may have special component requirements as well.)
{Side note, for many of the example Recipes, the component requirements are based on the crafting system used in Darkest Dungeon. Though DM discretion can be used easily to determine whether an item fits the requirement or not.)
Fighting Style
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Friendly Fires
Starting at second level, you have learned how to give the right warnings and preparations to your allies. You may choose any number of creatures within 30 feet of you to gain advantage on saves against your explosive's effects.
Saboteur Style
Those who practice the dangerous and unpredicatble art of bomb making develop specialist uses for their unique armaments. The following three Styles are included. The Style you choose grants you features at 3rd level and again at 7th, 10th, 13th, and 17th level.
- Commando
- Sapper
- Grenadier
Ability Score Improvement
When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.
Improvised Explosive
Starting at 6th level, your expertise with the crafting of explosives and the amount of spare components you carry allows you to craft any basic recipe bomb as an action on your turn. Once you have used this feature you cannot use it again until you finish a short or long rest.
Style feature
Ability Score Improvement
Demolitions Expert
Your study of the finer points of explosive force combined with what you've come to learn of structure and engineering mean your bomb's deal double damage to objects and structures. Additionally Constructs have disadvantage on saves against your Bombs. Additionally you gain double proficiency on any check made to assess the structural integrity of any object or structure (For weak points, ways to collapse structure more safely, etc).
Style Feature
Extra Attack
Improved Improvised Explosive.
Your expertise in crafting explosives allows you to produce an explosive as a bonus action on your turn. Alternatively you may change a Bomb's type as a bonus action. Once you have used your this feature you cannot use it again until you finish a short or long rest.
Style Feature
Alchemical Innovations.
You gain a +2 to attack and damage rolls made with explosive weapons.
Unerring Aim
Your weapon attacks no longer have disadvantage against targets that are heavily or lightly obscured. You gain advantage on explosive weapon attacks against targets you wouldn't otherwise have disadvantage against.
Deathproof
Starting at 19th level you may choose whether your explosives effect you and you have advantage against any effect that requires a save to reduce or avoid damage. Additionally you may use your reaction to reduce any amount of damage dealt to you to the minimum possible, once you use this element of the feature you cannot use it again until you finish a short or long rest.
Alchemical Perfection
Starting at 20th level, you may produce a Bomb without requiring any of the spell slot or component cost. Additionally, when producing a explosive, choose one creature type. Creatures of that type have disadvantage on all saves against your explosives and your explosives ignore all resistances and immunities of creautures of that type.
Starting Equipment
A longsword or any martial melee weapon, A heavy Crossbow or two hand crossbows, Scale mail or Leather Armor, Bomb Belt, Explosives kit, explorers or burglars kit and 2 daggers.
Subclass Options
Saboteur Styles
The Commando
Commandos have developed a method of producing Bolts tipped with the explosives most saboteurs only use as grenades or bombs. This allows them to use their explosives with moer precision and finnesse. They also have abilities which help them stay clear of the thick of combat and get into better positions
Saboteur Style: Commando
Starting at 3rd level you can now use Bomb Making to produce Flash Bolts as an alternative to grenades or bombs. These special forms of ammunition can only be fired from a crossbow. Due to the heavier weight and difference in shape they cannot be fired beyond the normal range increment of the weapon.
Also when you choose this subclass you have advantage on all checks made to climb or decend surfaces and objects and have a climbing speed of 30ft
Style Feature (7th level): Ricochet
starting at 7th level whenever you miss a target with a ranged weapon attack, you may choose a different target within 30 feet of the original target, make another ranged weapon attack with disadvantage. If it would hit the second target, resolve the attack as if that was the target of the attack as normal.
Style Feature (10th level): Reactive Reposition.
When a creature hits you with an attack and deals damage, you may use your reaction to move up to your speed. This movement does not provoke attacks of opportunity. Once you use this feature you cannot use it again until you finish a short or long rest.
Style Feature (13th level): Hard target
When you benefit from cover and have not moved on your turn, ranged attacks against you have disadvantage until the start of your next turn.
Style Feature (17th level): Hair trigger
Anytime you successfully hit a target with a Flash Bolt, you may immediately make another attack with a non-flash bolt ammunition as part of the attack action. Additionally, as a reaction to rolling initiative for combat you may make a single attack against a creature.
The Sapper
The sapper is an expert in the timing, detonating and positioning of devastating bombs. Instead of simply launching various explosives at targets, they instead work best when they can infiltrate, prepare and then extract. Setting up bombs to destroy obstacles, begin ambushes and assassinate targets is what they do best.
Saboteur Style: Sapper
Beginning at 3rd level, your skill and experience with timing allows you to detonate an fused bomb at the beginning of your turn. For you deploying a bomb is a bonus action. Additionally you have advantage on all explosive kit checks.
Also when you choose this subclass you gain proficiency in the Stealth skill. If you already have proficiency in Stealth you may double your proficiency bonus when using the skill.
Style Feature (7th level): Battle Bombs
You may now make grenade weapon attacks with your bombs as an action. They have half the range of a grenade. You may also add, remove or replace a fuse as a free action at the beginning of your turn.
Style Feature (10th Level): Explosive Revisal
Due to your levels of forethought you are much better at preparing the right tool for the job. As an action you may choose one explosive you have either deployed or are carrying and change it to any type of explosive that has a Basic Recipe and you meet the prequisites for.
Style Feature (13th Level): Devastating Timing.
Any creature caught in the effect of a bomb that it is unaware of takes full damage instead of splash damage, it has disadvantage on saves against the explosive and if it takes damage from the explosive it's speed is reduced to 0 until the end of it's next turn.
Style Feature (17th Level): Chain reaction.
When you detonate a bomb, or a bomb detonates due to a trigger, you may place another bomb in your belt within 30 ft of the first bomb that also immediately detonates. The second bomb does not benefit from Devastating timing.
The Grenadier
What happens when you give an elite warrior access to explosives and throw them into a melee? Find out as a Grenadier, a shock troop who can smash into an enemy not only with devastating blows from sword or axe but with explosives to go with them.
Saboteur Style: The Grenadier.
At 3rd level you may throw a grenade as a bonus action. Additionally, as long as you have a free hand with which to throw grenades you gain a +1 to your AC and you gain proficiency with heavy armor.
Style Feature (7th level): Danger Close.
Whenever you make a dexterity saving throw against an effect that would deal damage and you succeed, you take no damage. You and creatures of your choice within 30ft of you have resistance to damage dealt by your explosives.
Style Feature (10th level): Shock and Awe
When you deal damage to one or more creatures with an explosive you can give you and your allies advantage on melee attack rolls against those creatures that took the damage until the end of your next turn. Once you have used this feature you cannot use it again until the end of a short or long rest.
Style Feature (13th level): Line Breaker
When you hit a creature with a grenade, it has disadvantage on the saving throw the grenade provokes. Any creature within 5 feet of the target also has disadvantage on the save and takes normal grenade damage rather than splash damage. Additionally the creatures effected by this feature are holding shields have their shields destroyed.
Style Feature (17th level): Cluster Bombs.
When you throw a grenade that hits a creature, you can reduce the radius by 5 feet. If you do so, choose three 5 foot squares within thirty feet of the target and resolve grenade damage as if you'd targeted each of those spaces as if they were seperate attacks using the same grenade. Once you have used this feature once you cannot use it again until the start of your next turn.
Level | Proficiency Bonus | Features | Bomb Belt Capacity | New Recipes |
---|
1 | +2 | Bombmaking, Fighting Style | 1 | 4 Basic |
2 | +2 | Friendly Fires | 2 | 1 Advanced |
3 | +2 | Saboteur Style (Class archetype) | 2 | --- |
4 | +2 | Abiliy Score Improvement | 3 | 1 Basic |
5 | +3 | Extra Attack | 3 | 1 Advanced |
6 | +3 | Improvised Explosive | 4 | 1 Spell Touched |
7 | +3 | Style Feature | 4 | --- |
8 | +3 | Ability Score Improvement | 5 | 1 Basic |
9 | +4 | Demolitions Expert | 5 | 1 Advanced |
10 | +4 | Style Feature | 6 | 1 Spell touched |
11 | +4 | Extra Attack | 6 | --- |
12 | +4 | Improved Improvised Explosive | 7 | 1 Basic, 1 Advanced |
13 | +5 | Style Featuer | 7 | 1 Spell Touched |
14 | +5 | Alchemical Innovation | 8 | --- |
15 | +5 | Shuffle Step | 8 | 1 Basic, 1 Advanced |
16 | +5 | Ability Score Improvement | 9 | 1 Spell touched |
17 | +6 | Style Feature | 9 | --- |
18 | +6 | Unerring Aim | 9 | 1 Basic, 1 Advanced |
19 | +6 | Deathproof | 9 | 1 Spell touched |
20 | +6 | Alchemical Perfection | 9 | --- |