Decoy Saboteur - A Tactical Decoy Trap Rogue Subclass
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🔍 Analysis
- 🏆 #443 of 516 Gameplay mods in this game by downloads
📋 About This Mod
Adds Decoy Saboteur, a new Rogue subclass built around mechanical decoys, trap payloads, and Sneak Attack-powered sabotage.
Added Volatile Crawler at Level 6
Added Shadow Diversion passive at Level 8
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This is a Homebrew mod.
I recently came back to Baldur's Gate 3 and started thinking again about an old subclass idea I wanted to build around traps. That idea eventually became my other mod, Trap Hunter.
For Decoy Saboteur, I wanted to revisit the same fantasy from a different angle. I did not want the subclass to feel like a caster that simply places traps under enemies and detonates them on demand. So the design slowly evolved into something more mechanical and positional: the trap is not on the ground, the trap is inside the decoy.
The subclass focus on Intelligence, launching disposable mechanical decoys, arming them with hidden payloads, baiting enemies into attacking the wrong target, and turning Sneak Attack into a sabotage payoff.
Core Features
- New Rogue subclass: Decoy Saboteur
- New Resources: Decoy Core
- Custom subclass icon, skill icons, resource icons, and decoy visuals (mini arcane turret)
- Three Mechanical Decoy variants: Phantom, Shrapnel, and Bane
- Command to Detonate / Reel / Swap with the Decoy
- Intelligence-based trap save DCs
- Saboteur's Payload converts Sneak Attack into automatic trap bonus damage
- Requires Script Extender
Decore Saboteur DC
Most decoy saving throws use:
8 + Proficiency Bonus + Intelligence modifier (they will inherit your Int)
Decoy Saboteur uses Decoy Cores to launch Mechanical Decoys in combat. Launching a decoy costs 1 Bonus Action and 1 Decoy Core, with a 12m summon range.
Level 3: 1 Decoy Core
Level 8: 2 Decoy Core
When an active decoy is removed, the owner receives Core Recovery status and regains 1 Decoy Core after 2 turns (it feels like 1 turn though).
Decoys are combat-only and are intended to burn out outside combat.
Decoys are combat devices, not normal pets. They have 1 Action, 1 Bonus Action and no normal movement. Each decoy can arm one trap as a free action once per turn. Different types of Decoy will have different traps and specialized actions:
Phantom: Disruption, Goading, Annoying
Shrapnel: Direct attack turret
Bane: Anti-magic
Traps are mounted inside the decoy and trigger when the decoy is attacked or when the Rogue uses command abilities such as Command Detonation, Reel Decoy, Swap Decoy, or Grand Detonation. When first launched,
📊 Mod Details
- Game
- Baldurs Gate 3 Mods
- Author
- dddzmpzmp
- Version
- 1.0.3.2
- Downloads
- 179
- Endorsements
- 2
- Category
- Gameplay
- Created
- 6/23/2026
- Updated
- 7/1/2026
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