Scoundrel (5e Subclass)

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These rogues have a penchant for danger, intrigue, and opportunity.

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A scoundrel knows when to cut and run, or when to cut and kill.

Scrappy[edit]

At the 3rd level, you are proficient in improvised weapons. Improvised weapons that you wield have the finesse and light property. When making a sneak attack with an improvised weapon, you deal an additional 1d6 damage. Your hit point maximum is increased by 1 for every rogue level you possess.

Well-Connected[edit]

The life of a scoundrel often involves learning to make friends and trade favors to get ahead. At the 3rd level if you spend at least 1 hour carousing a populated area, you can find one of the following, if any:

  • Lodgings equal to a modest lifestyle for up to five creatures.
  • Information regarding the location of persons of interest.
  • Access to rare/illegal goods and services

Dirty Fighter[edit]

At level 9, you've learned that when a fight is unavoidable, it's best to strike first and strike hard. Whenever you deal sneak attack damage to a surprised creature, that creature must make a Constitution Saving throw (DC = 8 + Your Strength/Dexterity Modifier + Your Proficiency Bonus). On a failure, the creature is confused for 1 minute.

At the end of each of the creature's turn, it can repeat the saving throw, ending the effect on a success.

Escape Artist[edit]

At the 13th level, you gain advantage on ability checks and saving throws against being grappled or restrained.

Also, when you use your Uncanny Dodge, you may move up to half your movement speed as a reaction without provoking attacks of opportunity, and if the attacker is in range, you may make an attack of opportunity with a melee weapon against them as a part of the reaction.

Final Gambit[edit]

At level 17, when a creature within range of a melee weapon you wield reduces your HP to 0, you may use your reaction to make an attack with that weapon, with advantage. The attacker is surprised if you hit.



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