Arcane Saboteur
There are rogues who enhance their stealth and agility with
magical illusions and enchantments to become renowned
thieves and burglars...and then there are their distant cousins.
Arcane saboteurs hone their magical ability to conjure
magical traps and evoke destructive force. Many of these
rogues become hitmen and explosive experts, prized for their
destructive ability.
Improvised Explosive Rune
Starting at 3rd level, you can conjure a subtle rune imbued with magical power. As an action, you summon the rune on a point you can see within 60 feet of you. The rune is obscured by illusion magic and a creature can locate it with a successful Intelligence (Investigation) check against your rune save DC. The rune can be detonated as a bonus action. When detonated, it emits a blast of magical energy in a 10-foot-radius sphere centered on that point you summoned it. Creatures within its radius must make a Dexterity saving throw equal to your rune save DC or take damage equal to your sneak attack die. On a successful save, the rune's damage is halved. You can use this feature a number of times equal to your Intelligence modifier (with a minimum of once) per long rest. Rune Save DC = 8 + your proficiency bonus + your Intelligence modifierBrand of Misfortune
Also at 3rd level, you know how to channel a special magical symbol to unleash misfortune and suffering onto a foe. As an action, you can pick a creature within 30 feet to brand. The brand lasts for one minute, after which it dissipates. While branded, you can impose one of the following effect on the creature:- Attack rolls made against the creature crit on a 19 or 20.
- The creature's attack rolls critical fail on a 1 or a 2.
- The creature makes attacks of opportunity with disadvantage.
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