
Decoy Saboteur: Rogue Subclass of Mechanical Trap Decoys
A homebrew Baldur's Gate 3 rogue subclass that uses Intelligence-driven mechanical decoys to bait foes, arm hidden traps, and convert Sneak Attack into sabotage damage.
- Launch disposable mechanical decoys armed with internal traps
- Three decoy variants: Phantom (disrupt), Shrapnel (attack), Bane (anti-magic)
- Intelligence-based save DCs; decoys inherit your Int
- Saboteur's Payload converts Sneak Attack into magical trap damage
- Commands to Detonate, Reel, Swap and Grand Detonation; resource-driven Decoy Cores
Requirements: Requires Script Extender; this is a homebrew subclass for Baldur's Gate 3.
Decoy Saboteur is a homebrew rogue subclass for Baldur's Gate 3 built around disposable mechanical decoys and positional sabotage. Rather than placing ground traps, this subclass launches mini arcane turrets that hide their payloads inside the decoy body, bait enemies into attacking the wrong target, and turn Sneak Attack into automatic trap bonus damage. The subclass introduces a new resource, Decoy Cores, and custom visuals and icons for the subclass, skills, and resources.
Decoys are combat-only devices that have 1 Action, 1 Bonus Action and no normal movement; each can arm one trap as a free action once per turn. Launching a decoy costs 1 Bonus Action and 1 Decoy Core and has a 12m summon range. Level 3 grants 1 Decoy Core, and Level 8 grants 2 Decoy Cores. When an active decoy is removed the owner gains Core Recovery and regains 1 Decoy Core after 2 turns (effectively one turn in practice). When first launched a decoy is Deploying for 1 turn, preventing immediate use of command abilities on it. Traps are triggered when the decoy is attacked or by command abilities such as Command Detonate, Reel Decoy, Swap Decoy, or Grand Detonation. Most decoy saving throws use 8 + Proficiency Bonus + Intelligence modifier; decoys inherit your Intelligence. All decoy actions do not break Hide or Invisible status. Three mechanical variants provide distinct roles: Phantom (disruption and goading), Shrapnel (direct-attack turret) and Bane (anti-magic). Saboteur's Payload makes the first enemy damaged by one of your damaging decoy traps suffer your Sneak Attack as magical trap damage once per turn, consuming your normal Sneak Attack.



