Scoundrel

Trained in violence, rather than true finesse, a scoundrel has nonetheless carved out a discipline for themselves amongst the criminal elements of Thedas. Practitioners of these tactics are widespread, from the mine-making skills of the Carta to the general skills of a common thief.

General
Hit Die: d8

Primary Ability: Dexterity

Saving Throw Proficiences: Dexterity & Intelligence

Armour/Weapon Proficiences: Light armour, simple weapons, longswords, rapiers, shortswords.

Skills: Choose 2 from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand and Stealth

Expertise
At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with Thieves' Tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.

Sneak Attack
Beginning at 1st level, 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 table above.

Thieves' Cant
As part of your upbringing or training you know 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.

Cunning Action
Starting at 2nd Level, your quick thinking and agility allow you to move and act quickly. 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.

Roguish Archetype
At 3rd Level, you choose an archetype that you emulate in the exercise of your rogue Abilities, such as Thief. Your archetype choice grants you features at 3rd Level and then again at 9th, 13th, and 17th level.

Thief
You hone your Skills in the larcenous arts. Burglars, bandits, cut-purses, and other criminals typically follow this archetype, but so do rogues who prefer to think of themselves as professional Treasure seekers, explorers, delvers, and investigators. In addition to improving your agility and Stealth, you learn Skills useful for delving into ancient ruins, reading unfamiliar languages, and using magic Items you normally couldn’t employ.

Fast Hands
Starting at 3rd Level, you can use the Bonus Action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves’ tools to disarm a trap or open a lock, or take the Use an Object action.

Second-Story Work
When you choose this archetype at 3rd Level, you gain the ability to climb faster than normal. Climbing no longer costs you extra Movement.

In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.

Supreme Sneak
Starting at 9th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.

Use Magic Device
By 13th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of Magic Items.

Thief’s Reflexes
When you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any Combat. You take your first turn at your normal Initiative and your second turn at your Initiative minus 10. You can’t use this feature when you are surprised.

Artificer
As an artificer, you don't just dismantle traps like other rogues. You create traps of your own to best your enemies. With plenty of tinkering around, creating other objects that benefit you comes naturally. Your creativity is your secret weapon: Always good to have a trick or two up your sleeves.

Trap Specialist
At 3rd level, you gain proficiency with Tinker's Tools and you have advantage on using your Thieves' Tools to dismantle traps.

Springing Trap
When you choose this archetype at 3rd level, you learn to make springing traps to use against your enemies. You must take 1 hour to create this trap. The size of the trap is 5ft wid and 1ft tall. As an action, you can lay the springing trap underneath solid ground in an unoccupied space. If a creature is intelligent enough to make an Investigation Check, or has a passive perception of higher than 14, you must make a contesting Sleight of Hand check. If you fail, the creature realises the location of the trap. When a creature steps on the occupied space of the springing trap, it must succeed on a Dexterity saving throw (with a DC equal to 8 + your INT modifier + your proficiency bonus) or be flung 10ft into the air. Once a trap is triggered, it can't be used again.

Elemental Mine
Starting at 9th level, you've learned to make explosives with the power of the elements. You must take 1 hour to create an elemental mine. When you finish, choose one of the following damage types: Acid, fire, lightning, poison or thunder. Your elemental mine will be infused with the elemental damage you choose. As an action, you can make a ranged weapon attack against a creature you can see within 20ft of you with the mine using either your STR or DEX modifier (your choice). On a hit, the creature takes 3d6 damage of the chose damage type. When the mine explodes, all creatures within 5ft of the explosion must also succeed on a DEX saving through (with a DC equal to 8 + your INT modifier + your proficiency bonus) or also take 3d6 damage of the chosen damage type, or half on a successful save. You can create a maximum amount of elemental mines equal to your INT modifier (minimum of one). You cannot create more than that limit.

Fallback Plan
Beginning at 13th level, your capabilities have grown to more effectively use magical ingredients. You can take 8 hours to create a fallback lantern than requires attunement. The lantern has an amount of charges equal to your INT modifier. As an action, you can expend a charge to teleport yourself back to the location of lantern, recovering hit points to the level they were at when you placed the lantern. Once all charges are expended, you become unattuned to the lantern which takes another 8 hours to recharge. You can only have one lantern attuned to you at any one time.

Elemental Mine Improvement
At 17th level, your elemental mines can weaken an enemy. When you hit a creature with an elemental mine, the next attack roll against that creature lands a critical hit on an 18-20. This effect lasts for 1 minute or until the creature is attacked.

Uncanny Dodge
Starting at 5th Level, 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
Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are 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
By 11th level, you have 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
Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.

Slippery Mind
By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom Saving throws.

Elusive
Beginning at 18th level, you are 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
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.