Scoundrel

Dungeons of Drakkenheim p. 219 (Third Party)

Size
Medium
Type
humanoid
Alignment
any alignment
AC
14 (leather)
Hit Points
44 (8d8+8)
Speed
walk 30 ft.
Skills
Acrobatics +5, Deception +6, Sleight of Hand +5, Stealth +7
Passive Perception
10
Languages
Thieves' cant plus any two languages
Challenge
3
STR
10
+0
DEX
17
+3
CON
12
+1
INT
14
+2
WIS
10
+0
CHA
15
+2

Traits

Proficiency Bonus

+2

Spellcasting

The scoundrel is a 3rd level spellcaster that uses Intelligence as its spellcasting ability (spell save DC 12; +4 to hit with spell attacks). It knows the following spells from the wizard spell list:

  • Cantrips (at will): mage hand (the hand is invisible), minor illusion, prestidigitation
  • 1st level (4): charm person, disguise self, sleep
  • 2nd level (2): invisibility, suggestion

Cunning Action

On each of its turns, the scoundrel can use a bonus action to take the Dash, Disengage, or Hide action.

Sneak Attack (1/Turn)

The scoundrel deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the scoundrel that isn't incapacitated and the scoundrel doesn't have disadvantage on the attack roll.

recharge

1/TURN

Actions

Shortsword

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Hand Crossbow

Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Spells

mage hand, minor illusion, prestidigitation, charm person, disguise self, sleep, invisibility, suggestion

Spell Slots

0,4,2

Other data

description

"When you've been around the beat as long as me, you learn to pick up a trick or two. Take anything you can get, it might mean you win the next big score, or just live another day."