The Scoundrel
Scoundrel
The term applied to types that lived 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.
Creating A Scoundrel
While creating your Scoundrels character, consider how you first stepped outside the bounds of law and society. Maybe you were raised on the street and fell into the criminal element as a means of survival. You could be a simple trader who decided to strike against the Empire when it encroached on your business.
What would you say is your greatest skill set? What is your core, the truest essence about yourself that keeps you focused? Why would society treat you as a criminal, yet your allies hold you as a loyal companion?
Quick Build
You can make a scoundrel quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Charisma Second choose the spacer background.
HIT POINTS
- Hit Dice: 1d8 per Scoundrel level
- Hit Points at 1st Level: 8 + your Constitution modifier
- Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Scoundrel level after 1st
PROFICIENCIES
- Armor: Light armor, Energy Shields
- Weapons: Simple weapons, pistols, grenades
- Tools: Vehicles (Atmospheric), Vehicles (Space)
- Saving Throws: Dexterity, Charisma
- Skills: Choose three from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Mechanics, Perception, Performance, Persuasion, Sleight of Hand, and Stealth.
- Languages: Choose any two
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background.
- • (a) a blaster pistol or (b) any simple weapon
- • (a) a blaster pistol
- • (a) a smuggler's pack or (b) a traveler's pack
- • Half Vest
, a vibro-dagger
- You start with a number of credits equal to the total of 4d4 x 10.
Flipped Shot
Starting at 1st level, you add your Proficiency Bonus to your Initiative rolls. When you take the Attack Action and make a ranged weapon attack, if it is against a creature that shares even or odds with your Initiative roll, you make one additional attack against that target.
Scoundrel's Luck:
Also at 1st level, your scoundrel nature finds you with additional luck. When you roll a d20, you can add a 1d4 to the roll. You can do this a number of times equal to your Dexterity Modifier. You regain all expended uses when you finish a Long Rest. Your luck increases when you reach higher levels in this class. It increases to 2d4 at level 5, 3d4 at level 11 and 4d4 at 17th level.
Bonus Feat:
Starting at 1st level you can choose a Bonus Feat from the Bonus Feat List. You can choose another Bonus Feat at 3rd, 5th, 7th, 9th, 11th, 13th, 15th, 17th and 19th Level.
Running Fire
Starting at 2nd level, your walking speed increases by 10ft each time you make a weapon attack. This lasts until you start your next turn. Creatures have Disadvantage on Opportunity Attacks against you once you trigger this feature.
Profession
At 3rd level, you choose an archetype that you emulate in the exercise of your abilities: Gunslinger, Infiltrator, or Smuggler. Your choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.
Ability Score Improvement
When you reach 4th level, and again at 8th, 10th, 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.
High Roller
Starting at 5th level, when you roll a natural 1, you can choose to reroll the die. You take psychic damage equal to the number on the die rolled unless you roll a Critical Success. Your Critical Success range is now 19 to 20. When you roll max damage on a weapon attack, you can roll one additional die. This can only happen once per attack.
Street Smarts
Beginning at 7th level, you can move twice as fast through Urban Environments.In addition, you can take a number of Interact with Objects equal to your Dexterity Modifier. Once per Short Rest, you can expend three of these Interact with Objects Actions and gain one Action.
Swift Equipment
Starting at 9th level, you can activate equipment that takes a Bonus Action as an Interact with Objects action and equipment that takes an Action as a Bonus Action.
Flip It Again
At 11th level, when you fail a Saving Throw, you can choose to reroll the saving throw. If you fail again, you take psychic damage equal to the Save DC. You can do this a number of times equal to your Dexterity Modifier. You regain all expended uses when you finish a Long Rest.
Leading the Crew
At 17th level,
By 13th level, you have worked with a variety of crew members to help assist in minor ways. Non Force Sensetive users within 60ft of you gain a bonus to their d20 rolls equal to half of your Proficiency Bonus (rounded down).
Distracting Focus
At 15th level, you can use an Action to target an ally within 60ft of you that you can see. Creatures within 60ft of you have Disadvantage on attack rolls against you and have Advantage on the targeted creature. If the targeted creature is unwilling, they must succeed on a Wisdom Saving Throw against you. You use Charisma as your Modifier. You can do this a number of times equal to your Proficiency Bonus. This effect lasts until the start of your next turn. You regain all expended uses when you finish a Long Rest.
Let's Make a Deal
At 17th level, you always try to find a way out of things when they are at their worsts. When you would be dropped to 0 Hit Points, you are instead dropped to 1. When this happens you can immediately take an Action to try and make a deal with the individual that is causing you the harm. You have Advantage on the next Deception or Persuasion check. This has no effect on beasts and droids. This can only be done once per Long Rest. If you succeed, you gain Temporary Hit Points equal to your Scoundrel Level.
Protect the Crew
At 18th level, you can use a Bonus Action to expend one of your Scoundrel's Luck on an ally within 10ft. They regain Hit Points equal to the amount. If the ally has died within the last 1 minute, you can expend two uses to revive that ally and they regain hit points equal to the amount of one roll.
Never Tell Me The Odds
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.
You can use this feature a number of times equal to your DexterityModifier. You regain all uses when you finish a Long Rest.