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## Roguish Archetype At 3rd level, a rogue gains the Roguish Archetype feature. The following options are available to a rogue, in addition to those offered in the *Player's Handbook* and other books: the Scoundrel. ### Scoundrel You've lived a hard-knock life, and have no patience for etiquette or honor. You utilize every opportunity you have and fight by any means you need. #### Unexpected At 3rd level when you choose this archetype, you gain proficiency in improvised weapons. Additionally, improvised weapons gain the finesse property when used by you. When you attack with an improvised weapon, you don't need advantage on the attack roll to trigger Sneak Attack. #### Dirty Tricks Starting at 3rd level, you learn that fighting dishonorably pays great dividends. You learn two tricks from the list below. When you deal damage with your Sneak Attack, you can apply one of these tricks. You can only apply one trick to a single attack, unless otherwise stated. Some of your tricks require your target to make a saving throw to resist the trick's effects. The DC for these saving throws is equal to 8 + your choice of Strenth or Dexterity modifier + your proficiency bonus. You learn one additional trick of your choice at 9th, 13th, and 17th level. Each time you learn a new trick, you can also replace one trick you know with a different one.
**Cripple.**
You can forgo 1 Sneak Attack damage die. The target has disadvantage on its next attack roll.
**Purloin.**
You can forgo 1 Sneak Attack damage die if you are within 5 feet of the target to make a Dexterity (Sleight of Hand) check against the target's armor class. On a success, you steal one object that isn't being worn or held, or is loosely secured by thin string, straps, or chain.
**Heel Cutter.**
You can forgo 1 Sneak Attack damage dice. The target's movement speed decreases by 5 feet until the start of your next turn. You can apply this trick to the same attack multiple times.
**Wing Clip.**
You can forgo 1 Sneak Attack damage dice against a target with a fly speed granted by natural wings. The target must make a Strength saving throw or plummet 10 feet. You can apply this trick to the same attack multiple times, causing the target to plummet an additional 10 feet for each die forgone. \columnbreak #### Advanced Tricks At 9th level, you gain access to the following tricks.
**Blindside.**
You can forgo 5 of your Sneak Attack damage dice. The target must make a Constitution saving throw or become blinded. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the effect ends.
**Daze.**
You can forgo 5 of your Sneak Attack damage dice. The target must succeed on a Constitution saving throw or be incapacitated and unable to move until the end of your next turn.
**Fake Out.**
You can forgo half of your total Sneak Attack damage dice, rounded down. Your next attack on this turn can benefit from your sneak attack, but only deals extra damage equal to the dice forgone. You can use this trick even if you have already used a different trick on this attack. #### Scare Tactics At 13th level, you learn to leverage your dirty tactics to terrify your foes. When you reduce a hostile creature to 0 hit points using any of your tricks, you can force one creature you can see within 60 feet of you to make a Wisdom saving throw or become frightened of you for 1 minute. The DC for this saving throw is equal to 8 + your Charisma modifier + your proficiency bonus. The creature can repeat the saving throw at the start of their turn, ending the effect on a success. #### Terrorize At 17th level, you capitalize on the fear you inflict in your foes. While a creature is frightened of you, your Sneak Attack damage against that creature increases by 3d6.