Saboteur (5e Class)

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Creating a Saboteur[edit]

Before creating an Saboteur, ask yourself: am I willing to take on the role of physically damaging the enemy? Am I willing to take a hit or two for my allies while my fellow combatants cast away behind me? Will I be brave enough to distract the enemy with my weaponry?

Think about why you chose to seek out a blessing. Was it to pursue glory? To find your god? Or was it something more selfish like power or fame?

Quick Build

You can make a Saboteur quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Intelligence. Second, choose the Hermit or Sage background. Third, choose a finesse weapon and a breastplate.

Class Features

As a Saboteur you gain the following class features.

Hit Points

Hit Dice: 1d10 per Saboteur level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Saboteur level after 1st


Armor: Light Armour, Medium Armour, Shields
Weapons: Simple Weapons, Light Weapons, Finesse Weapons
Tools: One type of gaming set
Saving Throws: Dexterity, Intelligence
Skills: Choose two from Acrobatics, Athletics, Intimidation, Religion, Sleight of Hand or Perception


You start with the following equipment, in addition to the equipment granted by your background:

  • (a) two light weapons or (b) a finesse weapon and a dagger
  • (a) an explorer's pack or (b) a dungeoneer's pack or (c) a priest's pack
  • (a) a breastplate or (b) a shield and a set of tools
  • If you are using starting wealth, you have 5d4x10 in funds.

Table: The Saboteur

Level Proficiency
1st +2 Fighting Style
2nd +2 Special Attack
3rd +2 Saboteur Archetype
4th +2 Ability Score Improvement
5th +3 Weapon Expertise
6th +3 Saboteur Archetype Feature
7th +3 Extra Attack
8th +3 Ability Score Improvement
9th +4 Weapon Expertise
10th +4 Extra Attack (x2)
11th +4 Saboteur Archetype Feature
12th +4 Ability Score Improvement
13th +5 Elusive Speed
14th +5 Weapon Expertise
15th +5 Saboteur Archetype feature
16th +5 Ability Score Improvement
17th +6 Extra Attack (x3)
18th +6 Special Attack Improvement
19th +6 Ability Score Improvement
20th +6 Deathblow

Fighting Style[edit]

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.


You gain a +2 bonus to attack rolls you make with ranged weapons.

Blind Fighting.

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.


While you are wearing armor, you gain a +1 bonus to AC.


When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting.

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.


When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.


When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Thrown Weapon Fighting.

You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

Two-Weapon Fighting.

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Unarmed Fighting.

Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

Special attack[edit]

At 2nd level, you learn a special type of attack you can make, you can choose one of the following features:

Power Strike

As an action, you close your eyes and channel energy into your weapon. Until the start of your next turn, you must concentrate on charging your weapon. On your next attack, you roll double damage die. You only add your damage modifier once.

Healing Strike

As an action, you close your eyes and channel energy into your weapon. Until the start of your next turn, you must concentrate on charging your weapon. On your next attack, when you roll for damage, the creature you hit gains that many hit points. This cannot heal over hit point maximum as normal.

At 18th level, you gain both features, and can start charging as a bonus action.

Saboteur Archetype[edit]

At 3rd level, you choose an archetype. Choose between Radiant Blessing and Tenebrous Blessing, both detailed at the end of the class description. Your choice grants you features at 3rd level, and again at 6th, 11th, and 15th level

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Weapon Expertise[edit]

Starting at 5th level, and again at 9th and 14th level, you get exceptionally good at using a certain weapon type. Double your proficiency bonus on a weapon of your choice. You cannot double your proficiency bonus more than once.

Extra Attack[edit]

Beginning at 7th level, you can attack twice instead of once whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 17th level.

Elusive Speed[edit]

At 13th level, you become extremely quick, enemies don't have time to react to your attacks or movements. Enemies must make a Dexterity saving throw against a DC equal to your Dexterity score when they can make an attack of opportunity against you. On a fail, they do not hit you in time. If they succeed, they react fast enough to hit you.


At 20th level, you can expend extra energy to try and deal maximum damage. As part of an attack, you can make a Dexterity check against a DC equal to their AC (maximum of 25). If you succeed, you automatically roll maximum damage. You can only use this feature once every or long rest.

Radiant Blessing[edit]

You have been blessed by the light. You are now resistant to radiant damage and vulnerable to necrotic damage. Gain a pool of light points (LP) equal to your level rounded down + Int modifier (minimum of 1), you regain LP after taking a long rest exposed to sunlight, moonlight or starlight.

Blinding Slice

At 3rd level, as part of an attack, you can channel light into your weapon. Spend an LP and deal an extra 1d8 radiant damage to your attack. If you want, you can spend another LP to also blind the enemy until the end of your next turn.

Orb of Light

At 6th level, as a bonus action, you can spend 1 LP and create an orb of light weighing 1 lbs and lasts 30 minutes. It passively provides 30 ft. of bright light and 40 ft. of dim light. You can do two different things with the orb.

  • As an action, you can throw up to 35 ft. as a projectile, it deals 2d10 radiant damage in a 10 ft. sphere around it, destroying the orb. All creatures in the area of effect must make a Dexterity (Acrobatics) check contested by your Intelligence check. On a successful save, they take half damage. The damage increases by 1d10 at 10th level (3d10) and again at 15th level (4d10)
  • The orb glows extremely bright. All creatures in a 40 ft. radius make a Dexterity saving throw. On a failed save, they take 1d10 radiant damage and are blind until your next turn. The light also dispels any darkness spells. This does not destroy the orb and the light lasts until your next action or you get hit. You are not affected by the light.
Light Surge

At 11th level, as an action, spend every LP you have. Until the end of the combat, your abilities that cost LP you can now use for free. You do not get these LPs back after the combat and must make the usual long rest.


At 15th level, you can glow as bright as a star. As an action, spend 3 LP and all creatures in a 60 ft. radius must make a Dexterity saving throw.. All creatures in a 30 ft. radius must make a Constitution saving throw against a DC of 8 + proficiency bonus + Int modifier. On a failed save they take 5d12 Radiant damage, on a successful save they take half damage. All creatures in a 10 ft. radius automatically take damage.

Tenebrous Blessing[edit]

You have been blessed by the darkness. You are now resistant to necrotic damage and vulnerable to radiant damage. Gain a pool of dire points (DP) equal to half your level rounded down + Int modifier (minimum of 1), you regain DP after taking a long rest. You regain ¾ of your max DP pool rounded down if exposed to sunlight.

Dark Forged Weaponry

At 3rd level, as a bonus action, you can summon any simple melee weapon or shield that lasts three rounds that only you can use (costs 1 DP each). When summoning a weapon, it makes a quiet rustling noise that can be heard from 5 feet away and faintly heard from 10 feet away. All weapons summoned do necrotic damage. Any creature resistant to necrotic damage takes no damage from these weapons. If you roll a critical miss, the weapon dissipates and you must wait the rest of the duration until you can summon one again. If you throw any of these weapons, when they make contact with any surface or creature after dealing damage, they dissipate and you cannot summon more for the rest of the duration.

At 11th level, you get so used to summoning weapons that you can summon multiple weapons in one bonus action. There is also an unlimited duration.

Tenebrous Typhoon

At 6th level, as an action, you can spend 1 DP and summon a typhoon the shape of a 10 ft. cylinder, and terrain within the cylinder counts as difficult terrain. Any creatures in the typhoon or who enter the typhoon make a constitution saving throw at the start of their turns. They take 3d6 necrotic damage on a failed save, and take half damage on a successful save. The typhoon lasts up to 30 seconds.

Damage increases by 1d6 at 11th level (4d6), and at 15th level (5d6)

Dark Armoury

At 11th level, you can spend 1 DP as an action, you can shroud yourself, or an ally you can touch, in darkness until your next turn. You have +2 AC and are immune to radiant damage.

Tenebrous Blessing

At 15th level, you may spend all your DP, all allies in a 20 ft. sphere around you gain +2 AC, deal an extra 2d10 necrotic damage to all weapon attacks, and are all resistant to necrotic damage for the rest of the combat.


Prerequisites. To qualify for multiclassing into the Saboteur class, you must meet these prerequisites: Dexterity: 15, Intelligence: 12.

Proficiencies. When you multiclass into the Saboteur class, you gain the following proficiencies: light armour, light weapons, finesse weapons, shields.

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