Scoundrel

The scoundrel are normally of sorted histories that land themselves
in the life of adventure, or at least survival.

As a scoundrel, you gain the following class features.

**Hit Points at 1st**
level: **10 + your Constitution modifier.**

**Hit Points at Higher**
Level: **1d10 (or 6) + your Constitution modifier per scoundrel level after 1st**

### Proficiencies

**Armor:** Light and
medium.

**Weapons:** simple
and martial weapons, and sidearms

**Tools:** One kit
of your choice

**Saving Throws:** Intelligence,
Wisdom

**Skills:** Choose
three skills from Agility, Athletics, Animal Handling, Investigation, Medicine,
Nature, Religion, Repair, Research, Sleight of Hand.

### Shadow Marketeer

A scoundrel knows their way around *shadow markets* and has access to the *shadow net*. From the *shadow market*
and the *shadow net*, they can find normally
restricted items and information.

**Shadow Market:**
You know the subtle ques that determines if a shop is part of the *shadow market*. If the shop is part of the
shadow market, you can sell restricted or stolen property without fear of being
caught by the authorities. You also have access to equipment for their *shadow market price*, no matter the restriction.

  **Investigation check**
  DC 5
  DC 10
  DC 15
  DC 20
 of local syndicate hideouts and safe houses.

### Lucky

At 2nd level, you begin to court luck. You gain
a luck point. At any time, you may use that luck point to gain advantage on any
roll you are rolling or to reroll damage and take the highest result. The DM at
any time after that may return have you have disadvantage on a roll or to reroll
damage die and take the lowest result, afterward, they return your luck point.

You gain an additional luck point at 11th and 18th
level.

### Niche

A scoundrel is defined by the kind of training they have.
At 3rd level, you choose your training. The training you choose grants
you features at 3rd level and again at 7th, 10th,
14th, and 17th.

**Assassin:** A sharp
blade or a well-placed shot is the dread of any enemy, and removes many difficult
obstacles.

**Fast Talker:** Survive
off your quick wit and even quicker tongue.

**Thief:** Make a living
by taking things that were not yours, be it money, weapons, or knowledge.

### 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.

### Contacts

At 6th level, your web of contacts becomes larger
with associates of associates.

You can access your contacts to gain information, supplies,
or even lodging if needed. You can tap your contacts a number of times a day equal
to your renown, but never the same contact or topic in the same period.

## Assassin

You are methodical and exact. Years of training as made you
a very competent warrior with the tools at hand.

### Death Dealer

At 3rd level, if a target within 9 meters is affected
by critical damage and you have advantage against them, you may add your action
die to the damage.

### Only a Rumor

At 7th level, you may treat your renown as 0 until
someone successfully recognizes you or you reveal your identity.

### A Ghost

At 10th level, as long as no one is looking for
you, you have advantage on Stealth checks and can move at full speed while stealthing.

### Highly Effective

At 14th level, whenever you score a critical hit,
you may also double your damage from *death*
dealer.

### Execute

At 17th level, If you score a critical hit against
a target that you have advantage against, they must roll a constitution saving throw
DC 8 + your proficiency bonus + your action die, or die. If the target is immune
to critical damage, they automatically succeed this check. On a success, the target
takes the damage as though it was just a critical hit, even if they are immune to
critical damage.

## Fast Talker

You are skilled at talking your way out of trouble and even
inspiring a few people.

### Inspirational

At 3rd level, as an action, you may roll your action
die and add your renown. All allies within 30 meters of you may add that roll to
their attack or saving throws (your choice).

### False Bravado

At 7th level, as a bonus action, you can double
your renown until the beginning of your next turn.

### I’m a Legend

At 10th level, you may add your renown to any Charisma
check.

### Look at Me!

At 14th level, as an action, you may have any target
within 9 meters of you that you can see and who can hear you make a Wisdom saving
throw DC 8 + your Proficiency bonus + your Charisma modifier + your renown. If they
fail, you become the center of their interest for your action die rounds. At the
end of each of their turns, they may make another Wisdom saving throw. On a success,
they are not affected by this ability. You cannot use this ability again until after
a short or long rest.

### I Dare You

At 17th level, as an action, you can have a single
target that you can see and who can hear you make a Wisdom saving throw DC 8 + your
Proficiency bonus + your Charisma modifier + your renown. If they fail, they must
spend the rest of the encounter attacking you. If they fail to attack you on their
turn, they take your action die in psychic damage.

## Thief

You are a master of making things that aren’t yours, yours.

### Sticky Fingers

At 3rd level, you may add your action die to your
sleight of hand checks. You can make a slight of hand check as a bonus action.

### Defeat Security

At 7th level, when you roll the appropriate checks
to defeat the security of a device or location (locks, keypads, passwords, sensors)
you may add your action die to your checks.

### Wrong Person

At 10th level, you may treat your renown as if
it was half, until someone successfully recognizes you or you reveal your identity.

### Sneaky

At 14th level, you may add your action die to your
stealth checks.

### Sucker

At 17th level, you can watch and listen to a person
for an hour to make them your mark. They are your mark as long as you can see or
hear them. As a mark, you have advantage on all Charisma and Wisdom rolls when interacting
with them, and advantage on your sleight of hand check.