Class record
Saboteur
Controller / Utility
- Tier
- 2
- Difficulty
- 2 / 5
- Main role
- Controller
- Secondary role
- Utility
Rules reference
Class mechanics
Entry requirements and the complete level-by-level advancement path.
Entry
Requirements
Advancement
Progression
- UnlockKey ability
- Level 2Ability 1
- Level 3Skills
- Level 4Ability 2
- Level 5HeartYou gain +1 to Awareness.
- Level 6Ability 3
- Level 7SoulYou gain +1 to Focus or Agility.
- Level 8Ultimate ability
Identity & lore
Class overview
Rogues that create opportunities for their teammates, breaking through and creating their own entrances while hindering the enemy.
Tactical guidance
Playing Saboteur
Saboteurs combine scouting tools with some gadgets and explosives they can use in combat.
Presence Concealment protects you from certain magical tracking tools. Scouting Ahead is useful when sneakily trying to move through a dungeon or other dangerous place, allowing your group to move stealthily even when not everyone in the group has put points into stealth.
Chemical Explosive is a bomb that can be used to blow up many different things. Blowing a hole through a wall, or just blowing up a house straight up are both possible. You can only use it once per arc, so you do need to put in a bit of thought before committing to it. It can deal a lot of damage if it hits a person, but the detonation time is too long for it to see use in combat.
Flash Bomb is effectively a free flashbang flask that allows a save. Daze is pretty powerful when you can inflict it on multiple people, tossing a flash bomb every turn can be worth it, even against just a single enemy.
Wire Sweep is another potentially powerful CC tool. Because it is a save instead of an attack, enemies with low toughness may find it hard to defend against.

