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Rogue Subclass - Scoundrel

The Scoundrel subclass for Rogues focuses on teamwork, deception, and evasion, allowing them to communicate silently and assist each other effectively. Key features include enhanced abilities in games of chance, the ability to re-roll failed checks, and benefits when working with a designated 'Partner in Crime.' As they progress, Scoundrels gain skills to escape danger and deal additional damage to targets when aiding each other in attacks.

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0% found this document useful (0 votes)
59 views1 page

Rogue Subclass - Scoundrel

The Scoundrel subclass for Rogues focuses on teamwork, deception, and evasion, allowing them to communicate silently and assist each other effectively. Key features include enhanced abilities in games of chance, the ability to re-roll failed checks, and benefits when working with a designated 'Partner in Crime.' As they progress, Scoundrels gain skills to escape danger and deal additional damage to targets when aiding each other in attacks.

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r290867
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Rogue Subclass: Scoundrel (5.24) Silent Speech.

You can communicate with each other


silently so long as you can see one another, using
Stack the Odds and Escape the Consequences subtle gestures to convey your meaning.
Swindling, sweet talking and sneaky, you convice your Mutually Helpful. You can take the Help action as a
marks that you are, in fact, extraordinarily lucky. Of Bonus Action, but only to aid one another.
course, the less they know about your loaded dice and Watch their Back. When the other creature fails a
the ace up your sleeve, the better. saving throw, you can use your Reaction to allow
Scoundrels are Rogues known by the public for their them to re-roll the saving throw, taking the new
con-artistry and by the authorities for their elusiveness. result. You can each use this Reaction once, and
Despite their percieved self-interest, they work best as regain its use after finishing a Short or Long Rest.
part of a team. With partners at their side, they
seamlessly plan and improvise schemes, splitting their Level 13: Exceedingly Slippery
You have become extraordinarily difficult to pin down.
winnings and encouraging tight teamwork.
The Restrained condition no longer imparts
Level 3: High Roller Disadvantage on your weapon attacks. In addition,
You have cultivated skills that allow you to win games of when you use the Withdraw option of your Cunning
chance and skill - both legitimately and by cheating. You Strikes feature, you can automatically end all instances
have proficiency in two kinds of Gaming Sets of your of the Grappled and Restrained conditions on yourself.
choice, and you have Expertise when making checks
with Gaming Sets with which you are proficient. Level 17: Tag-team Attack
When you take the Help action to give your Partner in
In addition, whenever you fail a Charisma (Deception) Crime Advantage on an attack roll, or vice versa, if the
or Dexterity (Sleight of Hand) check, you can re-roll the
check, and must use the new roll. You can re-roll a attack hits, the target takes an additional 3d6 damage of
check in this way a number of times equal to your the attack’s type, and the target has Disadvantage on
Dexterity modifier (minimum once) and you regain all attacks against both of you until the start of your next
expended uses when you finish a Long Rest. turn.
Level 3: Run!
Sometimes, when your cheating gets found out, talking Enemy Pursuit

your way out of the situation isn’t an option, and the Will O’Brien

only appropriate way to save your skin is to escape. You


gain the following benefits:
Quick Dash. When you use your Cunning Action
feature to Dash or Disengage, you can move an extra
10 feet before the end of your turn.
Crowd Cover. You can attempt to Hide behind creatures
that are your size or larger, and have Advantage on
the Dexterity (Stealth) check if you do so amongst a
crowd of two or more creatures that are your size or
larger and are within 5 feet of each other.
Disorient Pursuer. When you deal Sneak Attack
damage to a creature, its Speed is reduced by 10 feet
until the start of your next turn.
Level 9: Partner in Crime
When you finish a Short or Long Rest, you can
designate one willing creature within 30 feet to be your
‘Partner in Crime’, a confidant that aids you in your
exploits, and whom you aid in return. This creature
continues to be your Partner in Crime until you
designate a different creature, until another Rogue
makes it their Partner in Crime or until you die.
While you and your Partner in Crime are within 30
feet of each other, you both gain the following benefits:
Subclass by Spaghetti0
Adapted for the 2024 Version of D&D 5e.
Click here for the 2014 Version of this subclass.
Click here to see all my homebrew!

v1.1 rogue: scoundrel


This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards.
Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

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