Scoundrel
Whether you made some dastardly friends, discovered a love for illicit substances, or merely decided that the law shouldn’t stand in the way of making some coin, you’re in deep with the criminal underworld. You can probably keep your criminal ties under wraps, but you can’t stop looking over your shoulder for fear that the authorities, or worse, your friends might come calling.
Prerequisites: Have joined a criminal organization
Hit Dice: 1d8
Hit Points: 1d8 (5) + your Constitution modifier
Tools: Thieves’ tools
Skills: Deception, Sleight of Hand, or Stealth
THIEVES' CANT
During your training you learned thieves’ cant, 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 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 thieves’ guild, 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.
QUICK DODGE
As a bonus action, you can evade the attacks of a creature you can see within 5 feet of you. Until the start of your next turn, you have a +2 bonus to your Armor Class against that creature’s attacks. You must be unarmored or wearing light armor to use this ability.
CRAVEN
When a creature you can see misses you with a melee attack, you can use your reaction to move 5 feet without provoking opportunity attacks.

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