Scoundrel

Scoundrel

"Scoundrel" was a term used for individuals who were considered rogues by the galactic mainstream society. Scoundrels typically live outside the law by their own, often amoral, set of rules, or fought against the law. Scoundrels would typically employ bravado, trickery or cunning to accomplish tasks and many would not hesitate to lie, steal or cheat if the situation called for it.

LevelProficiency BonusFeaturesCheap ShotTechnology Carrying CapacityTechnology ChargesMax Complexity Level
1st+2Cheap Shot, Ear for Deceit1d6---
2nd+2Tech-Weaving, Eye for Detail1d64-Low
3rd+2Combat Specialization2d65-Low
4th+2Ability Score Improvement2d6631
5th+3Spice3d6731
6th+3Tricky Fighting3d6841
7th+3Nimble4d6942
8th+3Ability Score Improvement4d61052
9th+4Panache, Specialization Feature5d61152
10th+4-5d61162
11th+4Shoot First, Ask Questions Later6d61262
12th+4Ability Score Improvement6d61272
13th+4Specialization Feature7d61373
14th+4Been Around the Block7d61383
15th+5-8d61483
16th+5Ability Score Improvement8d61493
17th+6Keen Eye, Specialization Feature9d61593
18th+6Combat Specialization Feature9d615103
19th+6Ability Score Improvement10d616104
20th+6Stroke of Luck10d616104

Class Features

As a Scoundrel, you gain the following class features

Hit Points
Hit Dice: 1d8 per combat level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per level after 1st

Proficiencies
Armor: Light armor
Weapons: Simple weapons, martial ranged weapons
Tools: Thieves tools, slicers tools
Saving Throws: Charisma, Dexterity
Skills: Choose two from Acrobatics, Technology, History, Insight, Deception, and Stealth.

Equipment
You start with the following equipment, in addition to the equipment granted by your background:

  • two pistols
  • one martial ranged weapon of your choice
  • thieves and slicers tools

Cheap Shot


Also at 1st level, you know how to strike cheaply 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 melee weapon or a simple 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 Cheap Shot column of the Scoundrel table.

Ear for Deceit


Starting at 2nd level, you have a talent for picking out lies. Whenever you make a Wisdom (Insight) check to determine whether a creature is lying, treat a roll of 7 or lower on the d20 as an 8.

Eye for Detail


Also at 2nd level, you can use a bonus action to make a Wisdom (Perception) check to spot a hidden creature or object or to make an Intelligence (Investigation) check to uncover or decipher clues.

Technology


Beginning at 3rd level, you gain the ability to craft prototype items from schematics you draft.

Low-Charge Technology

At 1st level, you have access to two low-charge technology abilities of your choice from the technology ability list. You obtain additional low-charge technology of your choice at higher levels, as determined by the technology carrying capacity column.

Charged Technology

The Scoundrel table shows a max charge level that dictates the highest charge level ability you may learn. To weave one of these charged technologies, you must expend a charge of the technologies charge level or higher. You regain all expended technology charges when you finish a long rest.

For example, if you know the 1st level technology ability Acid Spray and have two charges available, you can cast Acid Spray at either a +1 or +2 charge level.

Technology Charge Levels

Upon reaching level 3, you may know three 1st-level technology abilities of your choice from the technology ability list.

The Technology Charges column of the Scoundrel table shows when you learn more technology abilities of your choice. Each of these technology abilities must be of a level for which you have charges. For instance, when you reach 5th level in this class, you can learn one new technology of low, 1st, or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the technologies you know and replace it with another technology from the technology ability list, which also must be of a level for which you have charges.

Tech-Weaving Ability

Charisma is the tech-weaving ability for your technologies. You use your Charisma whenever a technology ability refers to your tech-weaving ability. In addition, you use your Charisma modifier when setting the saving throw DC for a technology ability you weave and when making an attack roll with one.

Tech save DC = 8 + your proficiency bonus + your Charisma modifier

Tech attack modifier = your proficiency bonus + your Charisma modifier

Combat Specialization


Also at 3rd level, you choose a specialization that you strive to emulate in your combat styles and techniques. Choose from Gunslinger, Trickster, or Wild Card, all detailed at the end of the class description. The specialization you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

Ability Score Improvement


When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Spice


Beginning at 5th level,  you gain access to a variety of spices that provide a temporary boost to physical and mental abilities. However, the strength of spices has a cost in the form of a "downer," a short period of time where your character will feel ill. Whether the extra edge in battle is worth this cost, is up to you. When the effects of the spice wear off, the downer begins. You may only be under the effects of two spices effects or downers at a time. As an action you may administer spice to a willing creature. Consuming spice yourself is a bonus action.

NAMEEFFECTDOWNER
GabakiAdd +2 to your Dexterity modifier for 2 rounds.Subtract -2 from your Dexterity modifier for 1 round.
GiggledustAdd +2 to your Charisma modifier for 2 rounds.Subtract -2 from your Charisma modifier for 1 round.
GunjackAdd +2 to your Strength modifier for 2 rounds.Subtract -2 from your Strength modifier for 1 round.
Neutron PixieGain temporary hit points equal to your Scoundrel level plus your Constitution modifier.Activates when all temporary hit points are gone or after 10 minutes, whichever comes first. Lose hit points equal to your Constitution modifier.
SansannaAdd +2 to your Wisdom modifier for 2 rounds.Subtract -2 from your Wisdom modifier for 1 round.
ShadowpawFor the next 2 rounds, you have two actions.For the next 2 rounds, you only have bonus actions.
ThrusterheadAdd +2 to your Intelligence modifier for 2 rounds.Subtract -2 from your Intelligence modifier for 1 round.

Tricky Fighting


Starting at 6th level, your spontaneous and unpredictable nature makes you hard to read in combat. As a bonus action, you can make a Deception (Charisma) check against a creature you can see that isn’t incapacitated, contested by the target’s Survival (Intelligence) check. If you succeed, you can use Cheap Shot against that target even if you don’t have advantage on the attack roll, but not if you have disadvantage on it.

This benefit lasts for 1 minute or until you successfully use this feature against a different target.

Nimble


At 7th level, your walking speed increases by 10 feet. If you have a climbing or swimming speed, this increase applies to that speed as well.

Panache


At 9th level, your charm becomes extraordinarily beguiling. As an action, you can make a Charisma (Persuasion) check contested by a unit’s Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language.

If you succeed on the check and the unit is hostile to you, it has disadvantage on attack rolls against targets other than you and can’t make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with an ability, power, or until you and the target are more than 60 feet apart.

If you succeed on the check and the unit isn’t hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.

Shoot First, Ask Questions Later


Starting at 11th level, your quick to pull the trigger.

You have advantage on initiative rolls. In addition, the first creature you hit during the first round of a combat becomes easier for you and others to strike; attack rolls against that target have advantage until the start of your next turn.

Been Around the Block


When you reach 14th level, you have advantage on saving throws against being charmed and frightened.

Keen Eye


At 17th level, you learn to exploit a creature’s weaknesses by carefully studying its tactics and movement. While your Tricky Fighting feature applies to a creature, your Cheap Shot damage against that creature increases by 3d6.

Stroke of Luck


At 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you 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, you can’t use it again until you finish a short or long rest.

 

Gunslinger


 Adept Gunslinger


When you choose this combat specialization at 3rd level, you learn to perform powerful trick shots to disable or damage your opponents using blasters.

Trick Shots

You learn three trick shots of your choice, which are detailed under “Trick Shots” below. Many maneuvers enhance an attack in some way. Each use of a trick shot must be declared before the attack roll is made. You can use only one trick shot per attack.

You learn an additional trick shot of your choice at 7th, 10th, 15th, and 18th level. Each time you learn a new trick shot, you can also replace one trick shot you know with a different one.

Grit

You gain a number of grit points equal to your Charisma modifier (minimum of 1). You regain 1 expended grit point each time you crit on a attack roll with a blaster or deal a killing blow with a blaster. You regain all expended grit points after a short or long rest.

Saving Throws

Some of your trick shots require your targets to make a saving throw to resist the trick shot’s effects. The saving throw DC is calculated as follows:

Trick Shot save DC = 8 + your proficiency bonus + your Charisma modifier

Trick Shots


These trick shots are presented in alphabetical order.

Bullying Shot

You can use the powerful blast and thundering sound of your blaster to shake the resolve of a unit. You can expend one grit point making the target make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

Dazing Shot

When you make a blaster attack against a unit, you can expend one grit point to attempt to dizzy your opponent. On a hit, the creature suffers normal damage and must make a Constitution saving throw or suffer disadvantage on attacks until the end of their next turn.

Deadeye Shot

When you make a blaster attack against a unit, you can expend one grit point to gain advantage on the attack roll.

Disarming Shot

When you make a blaster attack against a unit, you can expend one grit point to attempt to shoot an object from their hands. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or drop 1 held object of your choice and have that object be pushed 10 feet away from you.

Forceful Shot

When you make a blaster attack against a unit, you can expend one grit point to attempt to trip them up and force them back. On a hit, the unit suffers normal damage and must succeed on a Strength saving throw or be pushed 15 feet away from you.

Piercing Shot

When you make a blaster attack against a unit, you can expend one grit point to attempt to fire through multiple opponents. On a hit, the unit suffers normal damage and you make an attack roll with disadvantage against every unit in a line directly behind the target within your first range increment.

Winging Shot

When you make a blaster attack against a unit, you can expend one grit point to attempt to topple a moving target. On a hit, the creature suffers normal damage and must make a Strength saving throw or be knocked prone.

Fisful of Fire


Also at 3rd level, while dual-wielding blaster pistols, you can add your Dexterity modifier to the damage of the second attack. Additionally, you may expend one grit point to make an extra attack against a creature in range.

Second Chance


Starting at 9th level, when you make an ability check, you can expend one point of grit. Roll 1d6 and add the number rolled to your ability check. You can choose to do so after you roll the die for the ability check, but before the DM tells you whether you succeed or fail.

Lightning Cool-down


Starting at 13th level, you can cool-down your weapon as a bonus action. If you are dual-wielding pistols, you can cool-down both weapons as the same bonus action.

True Grit


When you reach 17th level, you generate points of Grit whenever you would make a Cheap Shot.

 

Trickster


 Holotricks


Upon selecting this specialization at 3rd level, you gain access to the Holoclone technology power. Holoclone does not count towards your technology carrying capacity and you do not need to expend a charge to weave Holoclone as an action.

In addition to it's normal effects your Holoclone technology gains the following additional benefits:

  • Whenever you take the Attack action, you can make one additional attack. The holoclone emits a similar firing sound concealing your true position. You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.
  • You may destroy a holoclone to give yourself disengage as a free action.

High Tech


Starting at 9th level, you can now use technology abilities and gain the advantages of the Cheap Shot feature.

Improved Holotricks


Beginning when you reach 17th level, you can now weave Holoclone as a bonus action. Additionally, when you roll initiative and have no uses of the extra attack option from Holotricks, you regain one use.

Tech Thief


At 17th level, you gain the ability to stealthily steal the technology of another creature.

Immediately after a creature weaves a technology that targets you or includes you in its area of effect, you can use your reaction to force the creature to make a saving throw with its tech-weaving ability modifier. The DC equals your technology save DC. On a failed save, you negate the technologies effect against you, and you steal the knowledge of the technology if it is at least 1st complexity and of a complexity that you can weave. For the next 8 hours, you know the technology and can weave it using your technology charges. The creature can’t weave that technology until the 8 hours have passed.

Once you use this feature, you can’t use it again until you finish a long rest.

 

Wild Card


 One Up the Sleeve


Beginning when you chose this specialization at 3rd level, your penchant for games has afforded you the ability to subtly manipulate fortune to your favor. When you choose this specialization at 3rd level, twice per long rest you may add a d4 to a number rolled for an ability check of your choice. You can roll the die before or after making the ability check.

Gambit


Also at 3rd level, you gain proficiency with one of the following gaming sets: sabacc dice set, dejarik set, or pazaak card set.

The gaming set you choose grants you a Gambit, as detailed below. If you are proficient in multiple types of gaming sets, you must choose which gambit to use when you gain this feature. You can change your choice of gambit whenever you gain a level in this class.

Dejarik Set

Your prowess of the holoboard has made you a skilled tactician on the battlefield. As a bonus action on your turn, you can execute one of the following dejarik maneuvers. You can use a bonus action in this way a number of times equal to your Charisma modifier (minimum of once), and regain all uses after a short rest.

Ghhhk. Choose a creature you can see within 30 feet of you. The first time that creature makes a successful attack roll before the start of your next turn, they deal extra damage equal to your level in this class.

Monnok. Your movement speed increases by 10 feet, and your movement does not provoke opportunity attacks. These benefits last until the start of your next turn.

Savrip. You and all friendly creatures within 5 feet of you have advantage on Dexterity saving throws until the start of your next turn.

Sabacc Loaded Dice

You gain a pool of d6s equal to the number of d6s you roll for your Cheap Shot damage. (Your pool starts with 2d6 at 3rd level, and increases to 3d6 at 5th level, and so on.)

When a creature targets you with an attack, you can use your reaction to spend one die from the pool and subtract the number rolled from the attack. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll hits or misses. Starting at 9th level you can spend up to two dice from the pool at once, and starting at 17th level you can spend up to three dice at once. You regain all expended dice from your loaded dice pool when you complete a long rest.

Pazaak Cards

You have your own deck of technologically rigged cards that conceal sharp metal blades. With a flick of the wrist you can throw these cards at your enemies. If you have not yet used your Cheap Shot this turn, you can use your bonus action to take one of these cards and attack a creature within 30 feet with it. The attack roll for this feature uses your Dexterity modifier, and on a hit, it deals kinetic damage equal 1d4 + your Dexterity modifier. When you roll for damage, look at the number rolled on the d4. The attack gains a random effect based on the number rolled, as detailed in the Pazaak Card table below.

You can attack using a card in this manner a number of times equal to your Charisma modifier (minimum of once), and regain all uses after a long rest.

Damage Die (d4)Card Type
1Plus: Roll your Cheap Shot damage and add it to your card’s damage. At the start of its next turn, the target takes additional damage equal to half the Cheap Shot damage rolled.
2Minus: Until the start of your next turn, the target’s speed is halved. It can’t make more than one attack on its turn while its speed is reduced in this way.
3Double: Roll your Cheap Shot damage and add it to your card’s damage. You also immediately regain a number of hit points equal to the half the damage dealt. Any excess hit points regains become temporary hit points.
4Tiebreaker: This card morphs suits depending on the dealer’s wishes. Choose Plus, Minus, or Doublet. The card then immediately gains the types respective effect.

Shifting the Odds


Starting at 9th level, you are acutely aware of how to quit when you’re ahead, vanishing in a flash when the odds begin to turn against you. As a bonus action, you can disappear with a dramatic flourish. Each creature within 10 feet of you must make a Dexterity saving throw (DC 8 + your proficiency bonus + your Charisma modifier), taking 4d10 energy damage on a failed save or half as much on a successful one.

You then disengage and move to an unoccupied space that you can see within 120 feet of your original location. Once you have used this ability, you cannot use it again until you have finished a short or long rest.

Twist of Fate


At 13th level, your mastery over the game table hones your speed and cunning in combat. After rolling initiative but before the first turn of combat, you can choose to swap places in the initiative order with one creature you can see. If the creature is one of your allies, that ally must agree to swapping initiative with you.

Lady Luck


At 17th level, your mastery over chance encompasses even your own form, allowing you to enter a state of extreme luck. As a bonus action on your turn, you can enter a lucky state, during which you gain the following benefits:

  • You regain expended power for your Wild Card’s Gambit feature:
    Cards. You regain all spent uses of that feature
    Dejarik. You regain all spent uses of that feature.
    Dice. You regain all spent dice.
  • Your movement speed is doubled.
  • You gain resistance to all damage, and are immune to the grappled, paralyzed, stunned, and restrained conditions.

This lucky state lasts for one minute, or until you are incapacitated. Once you use this feature, you cannot use it again until you complete a long rest.

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