# Wayfarers: Scoundrel Amongst the stars, it takes skills to survive- and nobody is more skilled than the Scoundrel. Leveraging resourcefulness, roguish wit, and a healthy dose of luck, the Scoundrel forms an integral part of any successful party. ## Class Features: ### Hit Points Hit Dice: 1d8 per Scoundrel level Hit Points at 1st Level: 8 + Constitution modifier Hit Points at Higher Levels: 1d8 (5) + Constitution modifier per Scoundrel level after 1st ### Proficiencies Armour: Light Armour Weapons: Simple Weapons, Revolvers, Longswords, Sabres Tools: Holopicks Saving Throws: Dexterity, Intelligence Skills: Choose four from: Acrobatics; Athletics; Deception; Insight; Intimidation; Investigation; Perception; Performance; Persuasion; Sleight of Hand; Stealth ### Equipment * (a) Sabre or (b) Machete * (a) Handgun or (b) Machete * (a) Thief's Pack, (b) Caver's Pack or (c) Wayfarer's Pack * Kevlar Armor, two Knives, Holopicks ## Expertise At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit. ## Vital Attack Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll. The amount of the extra damage increases as you gain levels in this class, as shown in the Vital Attack column of the Scoundrel table. ## Cunning Action Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. ## Scoundrel Subclass At 3rd level, you choose your Scoundrel subclass. Your subclass choice grants you features at 3rd level and then again at 9th, 13th, and 17th level. * Assassin * Smuggler ## 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. ## Brush It Off Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you. ## Evasive Beginning at 7th level, you can nimbly dodge out of the way of certain area effects. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. ## Reliable Talent By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10. # Smuggler Plying a trade as an interstellar smuggler requires a cool demeanour, quick hands, and, most importantly, enough charisma to talk your way out of a fight- or into one, depending on the circumstances. ## Quick Draw, Quick Shot Starting at 3rd level, you hone your ability with firearms to a razor's edge. Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls. In addition, you ignore the loading quality of firearms with which you are proficient. ## Dirty Fighting At 3rd level, you learn how to gain the upper hand in a fight by hook or by crook. As a bonus action, you make a Charisma (Deception) check against a creature you can see that isn't incapacitated, contested by the target's Wisdom (Insight) check. If you succeed, you can use your Sneak Attack against that target even if you don't have advantage on the attack roll, but not if you have disadvantage on it. This benefit lasts for 1 minute or until you successfully use this feature against a different target. ## Roguish Allure At 9th level, you become an expert in talking your way into or out of any situation. As an action, you can make a Charisma (Persuasion) check contested by a creature's Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language. If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can't make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart. If you succeed on the check and the creature isn't hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it. ## Jury Rigging By 13th level, you've mastered the art of jury rigging things to make them just about work for you. You ignore all class, race, and level requirements on the use of special items. Additionally, you gain profiency in all types of weapons. ## Twist the Knife At 17th level, your mastery of dirty fighting lets you exploit your opponents' weaknesses even further. While your Dirty Fighting feature applies to a creature, your Vital Attack damage against that creature increases by 3d6.