Saboteur

A Rogue Archetype that doubles explosive damage, disables electronic devices as a Cunning Action, sets quick traps and turns an attack against the rogue or an ally into a miss.

Identity

The Saboteur is the Rogue Archetype that fights the enemy's infrastructure: the dam, the comm array, the orbital lift, the keypad on the conference-room door. Halcyion Federation insurgent cells produce Saboteurs by the dozen, the Black Meridian Syndicate trains them as wreckers for hire, and great houses keep a discreet number on retainer for jobs that cannot be acknowledged. The work is patient and draws little notice until a power grid goes down or a vault door that should have held opens.

Features

  • L3 Demolition Expert

    You gain proficiency with explosives, grenades, breach charges and demolition gear, including any Tier-rated bombs in your possession. When you personally place, throw or detonate an explosive or grenade, it deals double its base damage. You also have advantage on Intelligence (Technology) checks made to disable, override, hack, sabotage or destroy Tier III or lower technological devices, including security panels, vehicle systems, comm relays and powered armor. This advantage also applies to attack rolls against the device's hardness.

  • L7 System Crash

    As a Cunning Action, you can disable an electronic device. Choose one Tier III or lower electronic device within 30 feet: a security panel, a turret, a personal comm, a vehicle's navigation or a powered-armor servo. The device is disabled for 1 minute or until you spend an action to repair it. If a creature wields or wears the device, the creature can make a Dexterity saving throw against your spell save DC (8 + proficiency + Dexterity) to interpose. On a success, the device is unaffected. You can use this feature a number of times equal to your proficiency bonus per long rest.

  • L11 Booby Trap

    As a Cunning Action, you can place one prepared non-magical trap (a tripwire, a pressure-plate charge, a frag-grenade snare, a poisoned dart line) in a 5-foot square within reach. The trap remains active for 1 hour or until triggered. When an ally you can see triggers the trap, finds it, or directs an enemy into it, the ally gains advantage on their next attack roll against any creature affected by the trap. The trap's effect (damage, condition) is determined by the components you used, and the GM can rule that you carry a stock of standard traps appropriate to your kit. You can have a number of active prepared traps equal to your Dexterity modifier (minimum 1).

  • L15 Induced Fault

    When a creature you can see makes an attack roll against you or an ally within 30 feet, you can use your reaction to cause a catastrophic system fault: a snagged trigger, a misaligned scope, a fouled servo or a power-cell flicker. The attack roll is treated as a natural 1, so the attack misses regardless of the rolled result, and the attacker's weapon, gear or spell suffers an appropriate visible malfunction, as the GM decides. You can use this feature once per long rest.

  • L18 Total Systems Disruption Capstone

    Once per long rest, as an action, you trigger an overload across every powered system within 60 feet of you. All Tier III and lower electronic devices in the radius (security systems, comms, drones, mounted weapons, civilian electronics, non-channeled vehicles) are disabled for 1 minute. Tier IV devices and any creature with significant cybernetic or constructed components must succeed on a Constitution saving throw against your spell save DC (8 + proficiency + Dexterity) or be disabled or Stunned for 1 round, whichever is appropriate. On a success, they suffer no effect. Tier V devices and uniquely shielded systems are unaffected. The disruption is traceable to you.