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Saboteur: A New Roguish Archetype by the Kind GM

So recently I got in touch with fellow DM, blogger and Rogue-lover, Chris from the Kind GM and he was nice enough to send me a free copy of his 5e homebrew Roguish archetype, the Saboteur, which he co-authored with his friend Anastasios. I quote:

A cloaked figure slinks down a dark alleyway, and soon after the building behind it explodes in flames. A man hidden high in a tree watches with a grin as a flurry of spikes erupt from the forest floor, impaling a group of bandits. Saboteurs are experts at constructing traps and various other mechanisms and substances that allow them to create mayhem without placing themselves in direct danger.

A kind of arcane terrorist, the Saboteur’s weapon of choice are the traps he (or she) carries around with him (or her… I’m just going to continue using masculine form, from now!), which number his Rogue level times two. The archetype lists eight different types of trap, such as the Blaster Bomb (think hand grenade), Fire Nova Mine (think flaming landmine) and Thunderblast Trap (think Thunderwave in mine form), and a 3rd level Saboteur knows how to construct three of them.

Deploying a trap takes one action, whilst restocking them takes a long rest (they work a bit like spell slots in that respect). A PC can deploy different types of triggers such as pressure plate, tripwire or timer (and when they reach 9th level a remote trigger).

The result is a sneaky bastard who can cause absolute havoc on the battlefield… especially if he is expecting you.

Pros

I think this is a highly original archetype, and a chance to play a completely different type of character than exists in the Player’s Handbook.

A lot of creativity has gone into the traps and as well I think it opens the path for a lot of creativity for the PC on how they would deploy their arcane snares and wreak maximum chaos.

The archetype is properly laid out in the form of an official Rogue archetype.

Cons

I have a few questions about the gameplay, and how it would pan out in a session. For example Chris and Anastasios write:

When someone aware of your traps triggers one of them, they make the saving throws for its effects with advantage.

But one imagines that if a creature spots a trap they would then take care not to trigger it. Also there is a DC calculator for trap saving throws, but not for spotting the traps. (One imagines it might be the same however).

Also I found the mechanic that traps are automatically restocked during a long rest and kept in a magic satchel a bit too convenient. It seems that arcane traps should take some time to construct and not be something that effectively construct themselves when you’re having a nice sleep. So maybe I’d have advocated a saboteur with less traps, that are more powerful, but kept in a normal satchel (Bags of Holding, which is effectively what these satchels seem to be, are something I loathe about D&D… but I’ll write about that another time). The traps needn’t be that big, especially as they seem to be constructed at least partially using magic, so I don’t see a need for an additional magical item to hold them in. Related to this point, I think a more accurate name for this class would be Arcane Saboteur.

Finally, whilst I feel the class is pretty balanced, I think at lower levels this class is going to feel a bit overpowered compared to other Rogues. Maybe the number of traps should be more in line with the number of spell slots of an Arcane Trickster.

Final Verdict

Overall this is a really fun archetype, that might need a tiny bit of fine-tuning in order to fit on your table. A lot of creativity has gone into it and if you’re looking to play a Rogue with new potential this could be just the product for you.

You can buy it on the DM’s Guild right here. Average rating is 4.5/5 and it costs just 99 cents, so a low risk investment.

I would also highly advise you to check out Chris’ blog, which has a tonne of useful reviews and extensive lists of 5th edition resources.

Pssst… if you love Rogues don’t forget to read about my homebrew 5e Assassins Guild (The White Scorpions), my sample Rogue Assassin and my guide on how to play a cold-blooded contractual killer!

The White Scorpions: An Assassins’ Guild (5e D&D)

A bit like a football defense, festival ticket system, or wedding seating plan, crime is better when it’s organised. The lone wolf assassin may be good at the actual art of killing people, but who answers his emails, does his PR and marketing and collects his invoices? If he lives anywhere in the multiverse, then the answer should be his guild.

Admin. aside, there’s a reason every Dungeons & Dragons player should sign up their Rogue Assassin to a local guild, and that’s because a well thought out guild adds so much flavour to your PC, as they become part of a credible entity with a mission statement, code of conduct, mode of operations, insignia and other fantasy lore that will make roleplaying said character that much more enjoyable.

Every Dungeons & Dragons player should sign up their Rogue Assassin to a local guild… because a well thought out guild adds so much flavour to your PC, as they become part of a credible entity with a mission statement, code of conduct, mode of operations, insignia and other fantasy lore…

One of the first things I did after I was given an Assassin to play in my first 5e D&D session (after a 20 year hiatus from the game!) was start to work on the background of my cold-blooded killer. I asked myself many questions, such as: what could have happened to get her into the killing game? How did she attain her knowledge of stealth, poison and dealing deadly blows? But perhaps the most formative question I asked was how could she still be a nice person to be around, if slitting people’s throats was her profession? I didn’t want her to be that forever menacing character of slim principles who none of the other PCs could trust, mostly because it’s no fun for the rest of the party wondering if their beloved character who they’ve been playing for months / years is likely to be poisoned in the night by someone who is supposed to be on their side (this inter-party tension might be fun for a short time, but it soon wears thin!), but also because I myself prefer to play D&D as a team game, using our collective minds and abilities to overcome obstacles and challenges that come before us.

In short I wanted to play a good-aligned assassin.

So I asked myself, who kills without mercy, using any means necessary, but still has their principles and moral high ground. The answer was: vigilantes. People with a belief system, that in their mind at least, vindicates them going above and beyond the law to deliver their own vision of justice. And from this seed The Order of the White Scorpions were born.

As someone who enjoys attention to detail I created enough lore about the White Scorpions to publish a small book… and so that’s exactly what I’ve done, in the hope that others will enjoy playing an agent of this guild as much as I have over the last year or two.

The guide is on sale via the DMsGuide for the princely sum of $2.99. For the price of a cheap coffee here’s what you get:

What do you get with this e-book?

  • An introduction to The White Scorpions
  • A history of The White Scorpions
  • A mission statement
  • Secret signs for identifying one another
  • Three Maxims
  • Official Motto
  • Unofficial Motto
  • Organisational structure of the guild
  • Details on the Order’s secret tongue / cant
  • Favoured killing methods
  • Details on Necrodicta (death sentences)
  • Details and rules for a new poison – Deathstalker Scorpion Venom
  • A special dagger owned by each agent in the Order
  • Training methods
  • Scary initiation ceremony (including gameplay rules)
  • Duties, rules and regulations – a table of rules and punishments
  • Role of religion in the Order (and a prophecy)
  • Rules for adventuring as a White Scorpion
  • A fully developed new background: Trainee Assassin (for those characters who wish to join the guild at Level 1).
  • Character backgrounds and stat blocks of four prominent guild members, including Grandmaster Oblivion, and Xenia ‘Nightsting’ Zanetti.
  • Dungeon Master’s Class – 15 strong adventure hooks, and some general tips for bringing an assassin’s backstory into the game.

Who should buy this e-book and why?

1) Anyone playing a Rogue Assassin in 5th edition D&D. Because, for some loose change, you’ll be able to add so much more depth to your character and increase the amount of fun you have at the table with your PC.

2) Dungeon Masters with a Rogue Assassin in their party, especially if your adventure hasn’t begun yet. The Adventure Hooks section of the guide is very thorough and gives you 15 ideas you incorporate or base an adventure around, along with some advice on DMing with a Rogue Assassin at the table.

>>> Buy The White Scorpions Assassins Guild for 5th Edition Dungeons & Dragons <<<

This is my first ever product, so I’m excited to release it online into the www.ilderness. And if I make a few sales here and there I might even be able to carve out the time to write more material!

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