Friday, August 22, 2014

Saboteur (Rogue Archetype)

So, me and some players discussed switching our game to 5e. Almost instantly, they realized their current characters were not particularly well represented in 5e and new stuff would be needed. I'm all for home-brew since if you are not making home-brew stuff, you are probably a fascist.

One player wanted to play a Rogue, but neither Thief nor Assassin really "fit". He wanted to use technology (traps, bombs, that sort of thing) to screw people up and wreck things. So, here's what we got:



Saboteur
Some rogues are just clever and like to tinker. Others take that to a whole new level. They learn the fine art of destruction. Skilled in the use of bombs, traps, and a keen understanding of just how little it takes to break something. A saboteur can detonate an entire wing of a castle, or remove that one really important part to bring down an Iron Golem. Never let a saboteur near your equipment...it will never work right again.

Analytic Eye: Saboteurs are good at looking at things and knowing how they work and how best to take them apart. Starting at 3rd level, you can use the bonus action granted by your cunning action to make an Intelligence check to disarm a trap, open a lock, or take the Use an Object action without the use of tools. 

My Tools are my WeaponsBeing in the thick of things, a Saboteur has to think quick on their feet and regularly utilize tools such as wrenches, drills, and shovels as weaponry. A Saboteur is proficient in the use of bomb-making and trap-making tools. At 3rd level, a Saboteur is proficient at using tools as improvised weapons. 

Built-in Obsoleteness: At level 9, Saboteurs can take a Use an Object action to make an object fail. It's not entirely broken, it's just disabled in some way. Anyone who tries to use the object takes disadvantage doing so until it is repaired. The Saboteur can sabotage the object in such a way that it will not be immediately noticeable and not break for up to a day or until used in some specific way.

A Trap is a Trap: By 13th level, A saboteur has enough knowledge of how things work that they can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items.

Well, There's Your Problem: Starting at 17th level, you become a master of traps and causing things to critically fail. When a creature is surprised and hit by one of your traps, it must make a Constitution saving throw (DC 8 + your Intelligence modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature. Against constructs, you need only to attack and hit a surprised construct to force the Constitution saving throw.
 

---Big Thanks to Robert Goodrick for all his hard work on this (he did basically 90% of the work here).

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