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Scoundrel Archetypes

The following archetypes are available for the Scoundrel class.  

Con Artist

Pick this archetype if you want to be a cool manipulator who can sell any fiction. Some of your features require their targets to make a saving throw. The saving throw DC of your Con Artist features equals 8 + your Proficiency bonus + your Charisma modifier.   3 - Sell Any Story
You can use your proficiency in Deception whenever you would otherwise have to roll Persuasion. If you’re also proficient with Persuasion before you gain this feature, you gain expertise in Deception.   In addition, you gain proficiency with the disguise kit.   3 - Barbed Tongue
You can use words and gestures to distract, rattle, and incite your foes into making deadly mistakes. You can add your Charisma bonus, rather than your Strength or Dexterity bonus, to any melee attack roll you make against a creature that can hear or see you. You can add your Charisma bonus, rather than your Dexterity bonus, to any ranged attack roll against a creature within 30 feet that can hear or see you.   9 - Falsify Identity
You gain the ability to create extremely convincing false identities. You must spend a week and a sum of 25 currency to establish your identity’s history, profession, and affiliations. For example, you might purchase appropriate clothing, falsify a letter introducing you as someone’s relative, or find a suitable unoccupied location for your false identity to supposedly live or operate from.   Once your false identity is established, you can always adopt the disguise provided you have any necessary props it may require.   While you’re adopting your false identity, other creature believe you to be that person unless given an obvious reason to doubt it.   13 - Every Con has its Mark
When you succeed at a Charisma (Deception) check against an intelligent creature that can understand you, or when you hit it with an attack that benefits from your Barbed Tongue feature, you can declare that creature to be your mark.   While a creature is marked by you, you have advantage on Charisma ability checks and Charisma-based attack rolls against them until your next short rest. You can’t mark a creature that can’t be charmed.   Once you’ve marked a creature with this feature, you can’t use it again until you finish a short or long rest.   17 - Dissuade Hostility
You can confound a creature and make them unsure about assaulting you. When you’re hit, but before damage is rolled, you can spend your reaction to force the attacker to make a Wisdom saving throw. On a failed save, the hit becomes a miss and the target has disadvantage on any further attack rolls it makes against you before the end of its turn.   Once you’ve used this feature, you can’t do so again until you finish a short or long rest.  

Killer

Pick this archetype if you want to polish your killing skills and hunt contract targets through the wastes.   Some of your features require their targets to make a saving throw. The saving throw DC of your Con Artist features equals 8 + your Proficiency bonus + your Dexterity modifier.   3 - Assassin's Strike
Starting when you choose this archetype at 3rd level, you’re a deadly killer. When a creature hasn’t taken a turn in combat, you have advantage on your attack rolls against them.   Additionally, when you have advantage against a creature that is surprised and you hit them, you deal the maximum possible damage instead of rolling your damage dice.   3 - Tools of Death
You gain proficiency with the disguise kit and poisoner’s kit.   9 - Contract Killer
At the end of a short or long rest you can declare that a creature you know of is your contracted quarry. When you do so, you gain three contract points. When the success of an ability check would help you track, locate, or position yourself to assassinate your quarry, you can spend one or more contract points to add a bonus of +5 to the check per contract point spent.   You may spend your contract points one at a time, learning whether your modified result is a success before deciding whether to spend another. reroll the check if you fail. Any contract points not spent before your next short or long rest are lost.   13 - Agonizing Cut
When you fail to kill a foe outright you can wound them in such a way that death may still find them.   After you deal damage to a creature using your sneak attack, you can use your bonus action to cause additional ongoing damage. The creature takes 2d6 damage at the beginning of each of its turns. At the end of the creature’s turn it may make a Constitution saving throw, ending this effect on a success.   Once you’ve used this feature, you can’t do so again until you finish a short or long rest.   17 - Assassin's Escape You can move up to half your movement speed as part of your Hide action.  

Rooftop Runner

You have a head and a love for heights, which serves you well when exploring wilds and ruins alike. In combats you make your affinity for elevation work for you, always seeking the high ground and the advantages it affords you over your foes.   3 - Death from Above
You’re most dangerous when above your foe. If you make an attack while you’re elevated above your target, then you deal 1d6 additional damage. When you’re at least 30 feet higher than your target you also deal half your sneak attack damage even when your sneak attack feature wouldn’t normally apply.   If you intentionally drop down on the target before making a melee attack, either by jumping, swinging on a line, or similar, you deal your sneak attack damage to the target. If you already get to apply your sneak attack already, add half your sneak attack damage dice (rounding down) again on top.   3 - Parkour
You gain proficiency in Acrobatics and Athletics if you don’t already have them.   If you’re proficient in either skill, you instead become proficient in another skill of your choice.   Additionally, you gain the following benefits:
• When you use your Cunning Action to Dash, climbing or moving across difficult terrain reduces your speed during the Dash by 10 feet rather than halving it.
• You halve any damage you take from falling.   9 - Superior Mobility
Your walking speed increases by 10 feet. If you have a climbing or swimming speed, this increase applies to that speed as well.   13 - Crow's Nest
When you spend at least a minute in an elevated position where you have stable footing, you double your proficiency bonus to attack rolls you make against creatures that are below you. You lose this benefit the moment you move from your position.   17 - Cat's Care
You have advantage on any Dexterity (Acrobatics), Strength (Athletics), and Wisdom (Perception) check you make as long as you move no more than half your speed on the same turn.  

Thief

Pick this archetype if you want to easily slip into places you shouldn’t be and take possession of what’s not yours.   3 - Fast Hands
You can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves’ tools to disarm a trap or open a lock, or take the Use an Object action.   3 - Second-Story Work
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.   9 - Supreme Sneak
You have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.   13 - Trick up your Sleeve
You make a habit of pocketing items that might come in handy later. Whenever you need an item that is tiny sized (such as a bottle, lock, or even a Molotov cocktail) that isn’t in your inventory, you can roll a Charisma (Deception) check. The DC of the check is 5 + the currency cost of the desired item. On a success, you have one of the item in question concealed somewhere on your person.   If you’ve had your possessions taken away, the DC of your check to increase by 5. If extra precautions were taken to find and remove your concealed items (such as removing your clothes), the DC of your check instead increases by 10.   You can use this feature more than once, but can only use it once per desired item regardless of your success or failure. If you fail to acquire the desired item, you simply don’t have it.   Your ability to use this feature for a particular item is reset on a long rest, but only if your circumstances have changed in some way. For instance, if you use this feature in the hopes of finding a bobby pin to escape a jail cell but fail the check, you can’t make the same attempt again while you still remain in the cell.   17 - Thief's Reflexes
You have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any 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.

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