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Demolish Targets with Explosives

Saboteur

Demolish Targets with Explosives

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.

Level 3: Explosives

You gain a set with Alchemist's Supplies and profficiency with it, along with the secrets of creating explosives from Cordites:

Cordite Charges

At the end of each Short Rest, you can use your Alchemist's Supplies to create a number of Cordite Charges equal to your Proficiency Bonus. These Charges are used to craft explosives. Unused Cordite Charges or explosives made from them become inert and unusable at the end of your next Long Rest.

Explosives Known

You learn how to make three types of explosives; the Basic Bomb, and two other explosives of your choice from the list at the end of this subclass description.

When you gain a level in this class, you can replace one explosive you know with another explosive of your choice.

You learn to craft two additional explosives of your choice when you reach level 9 (total of five), 13 (total of seven), and 17 (total of nine) in this class.

Using Explosives

A creature can take the Utilise action to throw one of your Saboteur Explosives at a point it can see within 60 feet of it. It explodes on impact, generating the effects in its description centered on the point of impact.

Explosive Save DC

Some of your explosives require your target to make a saving throw to resist their explosive effects. Your Explosive Save DC is 8 plus your Intelligence modifier and your Proficiency Bonus.

Level 3: Destructive Strikes

Your work has given you a knack for identifying structural weak points. You gain the following benefits:

Weakness Exploit When you hit a non-magical structure with a weapon attack or one of your explosives, it is considered a Critical Hit.

Improved Critical when you attack a Construct, the number you need to roll for Critical Hit is reduced by 1. This Critical Hit reduction can stack.

Level 9: Advanced Alchemy

Your mastery of alchemy allows you to alter the explosives you make in the following ways:

Appearance You can alter the outward appearance of an explosive. When they are unlit, creatures must succeed on an Intelligence (Investigation) check against your Explosive Save DC in order to recognize the object as an unlit explosive.

Color You alter the color of both explosive itself, the color of the explosion, and the color of the smoke it produces.

Damage Type You alter the damage type of any explosive you craft to image/svg+xml Bludgeoning, image/svg+xml Piercing, Fire, Thunder, or Lightning.

Level 13: Sabotage

Creatures that has the Surprised condition have Disadvantage on saving throws against your Explosives.

Level 17: Hair Trigger

You have learned to detonate your Explosives from afar. When you craft an Explosive, you can create a rudimentary remote to trigger the Explosive from afar. As a Utilise action, you can trigger the Explosive as long as you are within 100 feet.


Saboteur Explosives

The following Explosives are available for a Saboteur rogue to learn. As an Action, you can craft an explosive, using the amount of Cordite Charges detailed in the description. Any explosives become inert at the end of your next Long Rest.

Not Grenades

Explosive in this subclass aren't considered Grenades; therefore item such as Grenade Launcher or other related feature is incompatible with explosives in this subclass.


Basic Bomb

Prerequisite: Level 3+ Rogue
Cost: 1 Cordite charge(s)

On impact, forces targets within 5-foot-radius Sphere to make a DEX Save. They take Fire damage equal to your Sneak Attack bonus to on a failed save, and half as much Fire damage on a success.

When you reach Rogue level 5, this explosive can benefit from your Cunning Strike feature, provided they're used by you.


Glitter Dust

Prerequisite: Level 3+ Rogue
Cost: 1 Cordite charge(s)

On impact, forces targets within 20-foot Cube to make a DEX Save. On a failed save, creatures are covered with glitter dust, and any attack roll made against them is made with Advantage.

A creature can use its Action to scrape all these reflective particles off of it, ending the effects of this Explosive.


Seismic Charge

Prerequisite: Level 3+ Rogue
Cost: 1 Cordite charge(s)

On impact, this explosive distrupts the earth, forcing targets within 10-feet to make a STR Save. On a failed save, it takes image/svg+xml Bludgeoning damage equal to your Sneak Attack bonus and has the Prone condition. The affected area becomes Difficult Terrain for 1 minute.


Fog Bombs

Prerequisite: Level 3+ Rogue
Cost: 1 Cordite charge(s)

On impact, a fog of 20-foot-radius Sphere appears. The Sphere is Heavily Obscured. It lasts for the 1 minute or until a strong wind (such as one created by Gust of Wind spell) disperses it.


Thunder Pulse

Prerequisite: Level 3+ Rogue
Cost: 1 Cordite charge(s)

On impact, a wave of thunderous force bursts forth, forcing targets within 15-foot-radius Sphere to make STR Save. On a failure, they take Thunder damage equal to your Sneak Attack bonus and are pushed 10 feet away from the point of impact. On a success, they take half as much damage and are not moved.



Sticky Web

Prerequisite: Level 5+ Rogue
Cost: 2 Cordite charge(s)

On impact, sticky white coating covers a 20-foot Square. Any creature that starts its turn in the square, or enters the area during its turn must succeed on a DEX Save or have the Restrained condition. Affected creature can take an Action to STR or DEX Save, ending the effect on success.

The coating dissolves after 1 minute. If it takes any Fire damage, it instantly disolves.


Incendiary Bomb

Prerequisite: Level 5+ Rogue
Cost: 2 Cordite charge(s)

On impact, a ball of fire rushes outwards filling a 30-foot-radius Sphere, forcing creatures within the area to make a DEX Save. On a failure, creatures take Fire damage equal to your Sneak Attack bonus or half as much on Success.

Any flammable objects in this area are ignited and become Burning hazard.



Demon Core

Prerequisite: Level 9+ Rogue
Cost: 3 Cordite charge(s)

On impact, dim, greenish light spreads within a 30-foot-radius Sphere. The light spreads around corners, and it lasts for 1 minute.

When a creature moves into the Sphere for the first time on a turn or starts its turn there, that creature must succeed on a CON Save or take crimson_days crimson_days Radiant damage equal to your Sneak Attack bonus, and it suffers one level of Exhaustion and emits a dim, greenish light in a 5-foot radius. This light makes it impossible for the creature to benefit from being invisible. The light and any levels of exhaustion caused by this explosive go away when the it ends.


Noxius Gas

Prerequisite: Level 9+ Rogue
Cost: 3 Cordite charge(s)

On impact, a cloud of putrid yellow gas spreads outward in a 20-foot-radius Sphere. The cloud is Heavily Obscured. The cloud lingers in the air for 1 minute or until a strong wind (such as the one created by Gust of Wind) disperses it.

Each creature that starts its turn in the Sphere must succeed on a CON Save or have the Poisoned condition until the end of the current turn. While Poisoned in this way, the creature can't take an action or a Bonus Action.



Banish to Desolation

Prerequisite: Level 13+ Rogue
Cost: 4 Cordite charge(s)

On impact, forces targets within 5-foot-radius Sphere to make a CHA Save. On failure, the targets are transported to a place called "Cibubur", you don't know the details about this location, only the name.

While there, the target has the Incapacitated condition for 1 minute. When the duration ends, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied with no memories regarding the place, only leaving the mental scar.


Maddening Distruption

Prerequisite: Level 13+ Rogue
Cost: 4 Cordite charge(s)

On impact, psychic energy to erupts, forcing creature in a 20-foot-radius Sphere to make an INT Save, taking Psychic damage equal to your Sneak Attack bonus on a failed save or half as much damage on a successful one.

On a failed save, a target also has muddled thoughts for 1 minute. During that time, it subtracts 1d6 from all its attack rolls and ability checks, as well as any CON Saves to maintain Concentration. The target makes an INT Save at the end of each of its turns, ending the effect on itself on a success.



Vitriolic Gas

Prerequisite: Level 17+ Rogue
Cost: 5 Cordite charge(s)

On impact, a 20-foot-radius Sphere of yellow-green fog appears. The fog lasts for the duration or until strong wind (such as the one created by Gust of Wind) disperses it, ending the effect. Its area is Heavily Obscured.

Each creature in the Sphere makes a CON Save, taking Poison damage equal to your Sneak Attack bonus on a failed save or half as much damage on a successful one. A creature must also make this save when the Sphere moves into its space and when it enters the Sphere or ends its turn there. A creature makes this save only once per turn.

The Sphere moves 10 feet away from you at the start of each of your turns.


Written by Laserllama Modified & Adapted to PHB'24 by Eschatologue