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
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."