Saboteur Ranger Archetype for 5E
Here’s a class I made a while back, I haven’t had a chance to really play-test it yet. I’d love any feedback!
Saboteur Features
3rd- Saboteur Spellcasting, Guerrilla Training, Ambush Spotter
7th- Hit-and-Run Expert
11th- In Plain Sight
15th- Trap Master
Saboteur Spellcasting: Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Saboteur Spells table.
The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know
3rd- Find Traps
5th- Hallucinatory Terrain
9th- Entangle
13th- Confusion
17th-Freedom of Movement
Guerrilla Training
At 3rd level, you’ve become well versed in the art of camouflaging yourself. when making a stealth check, you add your proficiency bonus to your roll.
At 3rd level, you’ve become an accomplished Guerrilla Fighter, and have gained the Saboteur’s Kit, which you are considered proficient in. Using this kit, you can take 10 minutes to set simple traps.
the escape DC for your traps is 10 + proficiency bonus + wisdom modifier. The Kit’s contents are as follows:
50ft hempen rope
12 pitons
1 5ft spool of thin silver wire
1 10ft by 10ft net made of hempen rope
1,000 ball bearings
30 3-foot wooden stakes
1 Woodcutter’s hatchet
1 Shovel
3 Iron Bear traps
10 Small Bells
50 Caltrops
Stake Pit (20 minutes)- Player takes the time listed to set this trap. Set Up includes digging a pit of the desired dimensions, planting down the wooden stakes (each stake does a 1d4 of piercing, + 1d4 of bleeding)
and covering up the pit with false terrain (via spell or natural terrain)
Live Capture Net Trap (25 minutes)- Using the 50ft of rope, a couple pitons, and the 10'x10’ net, the Player can construct a suspended net trap, to subdue any threats in a non-lethal manner.
Swinging Stake Trap (30 minutes)- using any number of the stakes, rope, and the silver thread, listed in the Saboteur’s kit, along with a few logs cut to the desired length, the saboteur can construct a swinging stake trap,
which can be made to swing in from the left, right, from the ground, or even from above, given that its secured properly.
Sound Trap (35 minutes)- the Saboteur creates an alarm trap using bells, rope, silver wire, and a basket or cage to hold the bells.
When a creature breaks the tripwire, the basket or cage falls to the ground, the bells’ jingling alerting the party
Rolling Log Trap (1 Hour)- Taking the same duration as a short rest, the player can spend this time to cut 1d8 logs (if they’re outdoors) and construct a tripwire that is connected to a makeshift log-stand.
If an enemy breaks the tripwire, the bracing of the log stand breaks, sending a cascade of timber logs tumbling towards them. each log does 1d10 bludgeoning damage
Ambush Spotter
You’ve honed your senses to a razor’s edge. You know an ambush when you see one; At 7th level, when you take watch at camp, any enemies have disadvantage on their stealth checks.
Hit-and-Run Expert
At 7th level, you can take the Disengage action as a bonus action, after making an attack.
In Plain Sight
You’ve become incredibly adept to hiding from foes using natural terrain; At 11th level, you can add twice your proficiency bonus to stealth checks
Trap Master
At 15th level, you can now set more sophisticated traps, and can now incorporate black powder and fuses into your traps.