The Smuggler

Smuggler

Smugglers can be found in nearly every spaceport and cantina in the galaxy. They make their living by transporting illegal or restricted goods under the watchful eye of local governments, turning a profit and undermining the authorities. They tend to be fast talkers, and even faster with the trigger finger.

Who Shot First?

Starting at 3rd level, As an action, you can make a Dexterity (Sleight of Hand) check to draw and attack with a weapon without being seen, opposed by a Wisdom (Perception) check. If your target fails the check, you have advantage on the attack and as such treat it like a Sneak Attack. Other observers can make the Perception check as well. If they fail, they do not notice where the attack came from.

Empty Sleeves  

Also beginning at 3rd level, you have advantage on Sleight of Hand checks you make to hide weapons or objects on your body. This does not apply to the Who Shot First feature.

Nothing To See Here 

Starting at 9th level, you can attempt to persuade watchful eyes to look elsewhere while out of combat. As an action, you can target anyone number of creatures within 30 feet of you that you can see and that can hear you. Those targets must make a Wisdom saving throw against your Deception check. On a failure, the targets move to a location of your choosing, no more than 100 feet from you. The targets will continue moving to the location every round until they reach it, they are attacked, or they are persuaded otherwise. Once a creature succeeds on this or is affected by this feature, they are immune to it for the next 24 hours.

Flip the Script 

Beginning at 13th level, even the best smugglers get caught, but you know how to turn the tide in your favor. As an action, you can free yourself from anything that is grappling or restraining you such as a creature or cuffs that are not from force powers. In addition, you can make a Sleight of Hand check to secretly steal object no larger then a blaster pistol from a target within 5ft and hide it on yourself. Alternatively, you can place something on a creature within the same distance with the same check.  

Trick Shot

When you reach 17th level, you can add half of your Scoundrel level (rounded up) to the damage you deal with pistols. This damage is doubled on a critical hit, as normal.

In addition, when you deliver a critical hit you can also add one of the following effects:

  • The target is disarmed of one held weapon.

  • The target is knocked prone.

  • The target is stunned until the end of its next turn

  • The target's speed is reduced to 0 until the end of its next turn