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Scoundrel

Sometimes it takes more than a big gun and an intimidating demeanor to survive, and scoundrels know that lesson well. Cat-like reflexes, deft hands, or even a glib tongue can open as many or more doors as the threat of violence. Though a scoundrel wields many tools other than violence, they’re nonetheless dangerous with a weapon in hand. The concept of honour means nothing to a scoundrel in battle: they take every opportunity to arrange affairs in their favour, and target their foes where they’re most vulnerable.
Level Prof Features Sneak Attack
1 +2 Expertise, Sneak Attack, Criminal Code 1d6
2 +2 Cunning Action 1d6
3 +2 Archetype Feature 2d6
4 +2 Ability Score Improvement 2d6
5 +3 Uncanny Dodge 3d6
6 +3 Expertise 3d6
7 +3 Evasion 4d6
8 +3 Ability Score Improvement 4d6
9 +4 Archetype Feature 5d6
10 +4 Ability Score Improvement 5d6
11 +4 Reliable Talent 6d6
12 +4 Ability Score Improvement 6d6
13 +5 Archetype Feature 7d6
14 +5 Blindsense 7d6
15 +5 Slippery Mind 8d6
16 +5 Ability Score Improvement 8d6
17 +6 Archetype Feature 9d6
18 +6 Elusive 9d6
19 +6 Ability Score Improvement 10d6
20 +6 Stroke of Luck 10d6

Hit Points

Hit Dice: 1d8 per Scoundrel level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 + your Constitution modifier per Scoundrel level after 1st.  

Proficiencies

Armor: Light armor
Tools: Thieves Tools or Interface Kit (choose 1)
Saving Throws: Dexterity and Charisma
Skills: Choose any three: Acrobatics, Athletics, Deception, Insight, Investigation, Perception, Performance, Persuasion, Sleight of Hand or Stealth.
Choose one of any other skill.  

Equipment

You start with the following equipment, in addition to the equipment granted by your background:
• One Basic Melee Weapon and One Combat Knife.
• (a) Compound Bow and 20 Arrows (b) a Carbon Crossbow and 20 Bolts or (c) any 1 Primary Arms weapon and 20 standard Ammunition (any).
• A Synthetic Bodysuit or Reactive Kevlar.
• Thieves Tools or Interface Kit
• A Backpack, ball bearings (1000), crowbar, hammer, piton (5), flashlight, battery (s), MRE's (5), Lighter, Water Bottle, Paracord (50')  

Multiclassing

If you multiclass into Scoundrel you gain the following proficiencies: Thieves’ Tools, and one skill chosen from the Scoundrel's list.  

Class Features

As a Scoundrel, you gain the following class features.  

Expertise

When you first gain this feature, choose two of your skill proficiencies, or one of your skill proficiencies and either Hacker's Tools OR Thieves’ Tools. Your proficiency bonus is doubled for any ability check you make that uses any of the selected proficiencies.   At 6th level, you can choose two more of your skill proficiencies, or Hackers Tools/Thieves’ Tools to gain this benefit.  

Sneak Attack

You know how to strike subtly 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 the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Scoundrel Class table.  

Criminal Code

You’re aware of the secret mix of dialect, jargon, and code used by the criminal element. Using it, you can hide messages in seemingly normal conversation. Only another creature that knows these codes understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.   In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a particular gang or syndicate, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.  

Cunning Action

Your quick thinking and agility allow you to move and act swiftly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.  

Archetype

You define the type of underhanded activity in which you specialise. Available archetypes include the Con Artist, the Killer, the Rooftop Runner, and the Thief.   Scoundrel Archetypes  

Ability Score Improvement

Each time you gain this feature you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. You can’t increase an ability score above 20 using this feature.   Any time you gain an ability score improvement, you can forgo the ability score improvement for that level and instead select a feat for which you qualify.  

Uncanny Dodge

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

You can nimbly dodge out of the way of certain area effects, such as a grenade or the burst from a flamethrower. When you’re 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 on the saving throw, and only half damage if you fail.  

Reliable Talent

You’ve 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

If you’re able to hear, you’re aware of the location of any hidden or invisible creature within 10 feet of you.  

Slippery Mind

You’ve acquired greater mental strength. You gain proficiency in Wisdom saving throws. If you already had proficiency in Wisdom saving throws, you also gain proficiency in Constitution saving throws.  

Elusive

You’re 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

You have an uncanny knack for succeeding when you need to. If your attack misses a target within rang 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 for either benefit, you can’t use it again until you finish a short or long rest.
Hit Die: d8   Saving Throw Proficiency:
Dexterity and Charisma   Armor Proficiencies:
Light armor   Archetype Options:
Scoundrel Archetypes

Articles under Scoundrel


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