Scoundrel in Ancient Greece | World Anvil
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Scoundrel

Scoundrel Hit Dice: d8 Proficiencies: Armor: None Weapons: Simple Weapons, Xiphos, Lakonia Tools: Thieves’ Tools Saving Throws: Dexterity, Charisma Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Persuasion, Sleight of Hand, Stealth
  1st: Proficiency Bonus: +2 Sneak Attack: 1d6 Expertise, Sneak Attack, Thieves’ Cant 2nd: Proficiency Bonus: +2 Sneak Attack: 1d6 Cunning Action 3rd: Proficiency Bonus: +2 Sneak Attack: 2d6 Scoundrel Archetype 4th: Proficiency Bonus: +2 Sneak Attack: 2d6 Ability Score Improvement 5th: Proficiency Bonus: +3 Sneak Attack: 3d6 Uncanny Dodge 6th: Proficiency Bonus: +3 Sneak Attack: 3d6 Expertise 7th: Proficiency Bonus: +3 Sneak Attack: 4d6 Evasion 8th: Proficiency Bonus: +3 Sneak Attack: 4d6 Ability Score Improvement 9th: Proficiency Bonus: +4 Sneak Attack: 5d6 Scoundrel Archetype Feature 10th: Proficiency Bonus:+4 Sneak Attack: 5d6 Ability Score Improvement 11th: Proficiency Bonus:+4 Sneak Attack: 6d6 Reliable Talent 12th: Proficiency Bonus:+4 Sneak Attack: 6d6 Ability Score Improvement 13th: Proficiency Bonus:+5 Sneak Attack: 7d6 Scoundrel Archetype Feature 14th: Proficiency Bonus:+5 Sneak Attack: 7d6 Blindsense 15th: Proficiency Bonus:+5 Sneak Attack: 8d6 Slippery Mind 16th: Proficiency Bonus:+5 Sneak Attack: 8d6 Ability Score Improvement 17th: Proficiency Bonus:+6 Sneak Attack: 9d6 Scoundrel Archetype Feature 18th: Proficiency Bonus:+6 Sneak Attack: 9d6 Elusive 19th: Proficiency Bonus:+6 Sneak Attack: 10d6 Ability Score Improvement 20th: Proficiency Bonus:+6 Sneak Attack: 10d6 Stroke of Luck
  Expertise - At first level, choose two of your skill proficiencies, or one skill proficiency and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At sixth level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.
  Sneak Attack - Beginning at 1st level, you know how to strike swiftly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. The amount of extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Scoundrel table.
  Thieves’ Cant – During your Scoundrel training you learned Thieves’ Cant which you can use from 1st level, a secret mix of dialect, jargon and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows Thieves’ Cant understands such messages. It takes four times longer to convey such a message as it does to speak the same idea plainly.
  Cunning Action - Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can only be used to take the Dash, Disengage or Hide actions.
  Scoundrel Archetype - At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities: Thief, Assassin, Smuggler or Investigator, all detailed at the end of the class description. Your archetype choice grants you features at 3rd level, and then again at 9th, 13th, and 17th level.
  Ability Score Improvement - When you reach 4th level, and again at 8th, 10th, 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. Alternately, you can take a feat in place of your Ability Score Improvement.
  Uncanny Dodge - Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
  Evasion - Beginning at 7th level, you can nimble dodge out of the way of certain area effects, such as a dragon’s breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed the saving throw, or half damage if you fail.
  Reliable Talent - By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
  Blindsense - Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.
  Slippery Mind - By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.
  Elusive - Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated.
  Stroke of Luck - At 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20. Once you use this feature, you can’t use it again until you finish a short or long rest.
  Scoundrel Archetypes
  Thief
  Fast Hands - Starting at 3rd level, you can use the bonus action granted by your cunning action to make a Dexterity(Slight of Hand) check, use your thieves’ tools to disarm a trap or open a lock, or take the Use an Object action.
  Second-Story Work - When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement. In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your dexterity modifier.
  Supreme Sneak - Starting at 9th level, you have advantage on a Dexterity(stealth) check if you move no more than half your speed on the same turn.
  Always on the Lookout - As a standard action, you can quickly appraise a room or a person’s equipment. Anything of mastercrafted quality will immediately stand out unless obscured by magic, and a rough value of all items in view can be quickly appraised.
  Thief’s Reflexes - When you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can’t use this feature when you are surprised,
  Assassin
  Bonus Proficiencies - When you choose this archetype at 3rd level, you gain proficiency with the disguise kit and the poisoners’ kit.
  Assassinate - Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.
  Infiltration Expertise - Starting at 9th level, you can unfailingly create false identities for yourself. You must spend seven days and five drachma to establish the history, profession, and affilliations for an identity. You can’t establish an identity that belongs to someone else. Thereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until given an obvious reason not to.
  Imposter - at 13th level, you gain the ability to unerringly mimic another person’s speech, writing, and behavior. You must spend at least three hours studying these three components of the person’s behavior, listening to speech, examining handwriting, and observing mannerisms. Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma(deception) check you make to avoid detection.
  Death Strike - Starting at 17th level, you become a master of instant death. When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature.
 
  Smuggler
  Bonus Proficiencies - At third level when you choose this archetype, you gain proficiency with Charisma(deception), the Forgery kit and the Disguise kit.
  Fast Talker - Also at third level, you gain advantage on Charisma(performance) checks to convince people that you are someone else or that you are not committing criminal activities. This only works if it is a reasonable lie you are telling.
  Hide Anything - At 9th level, you gain advantage on Charisma(deception) checks vs investigation rolls to hide inanimate objects, either on your person or otherwise.
  Connections - At 13th level, you can make a Charisma(persuasion) roll with advantage to find any reasonable item in an urban environment. Also, you gain a 30% discount on all purchases you make.
  Never See a Professional - At 17th level, you gain advantage on all Dexterity(stealth) checks.
 
 
  Investigator
  Bonus Proficiency – At level 3, Gain proficiency with Intelligence(investigation) checks. If you already have it, gain a +2 bonus on those checks.
  Bonus Feat - Also at 3rd level, gain the Observant feat.
  Deduction - At 9th level, gain advantage on all Intelligence(investigation) checks.
  Always Alert - At 13th level, gain +1 to your intelligence score, up to a maximum of 20. In addition, you can no longer be surprised.
  Eagle Eyes - At 19th level, you gain advantage on all rolls to see through deception or find something hidden, as well as to break a cipher or solve a puzzle.

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