Scoundrel

The scoundrel are normally of sorted histories that land themselves in the life of adventure, or at least survival.

Class Features
As a scoundrel, you gain the following class features.

Hit Points
Hit Dice: 1d6 per scoundrel level.

'''Hit Points at 1st level:''' 10 + your Constitution modifier.

'''Hit Points at Higher Level:''' 1d10 (or 6) + your Constitution modifier per scoundrel level after 1st

Proficiencies
Armor: Light and medium.

Weapons: simple and martial weapons, and sidearms

Tools: One kit of your choice

Saving Throws: Intelligence, Wisdom

Skills: Choose three skills from Agility, Athletics, Animal Handling, Investigation, Medicine, Nature, Religion, Repair, Research, Sleight of Hand.

Shadow Marketeer
A scoundrel knows their way around shadow markets and has access to the shadow net. From the shadow market and the shadow net, they can find normally restricted items and information.

Shadow Market: You know the subtle ques that determines if a shop is part of the shadow market. If the shop is part of the shadow market, you can sell restricted or stolen property without fear of being caught by the authorities. You also have access to equipment for their shadow market price, no matter the restriction.

Lucky
At 2nd level, you begin to court luck. You gain a luck point. At any time, you may use that luck point to gain advantage on any roll you are rolling or to reroll damage and take the highest result. The DM at any time after that may return have you have disadvantage on a roll or to reroll damage die and take the lowest result, afterward, they return your luck point.

You gain an additional luck point at 11th and 18th level.

Niche
A scoundrel is defined by the kind of training they have. At 3rd level, you choose your training. The training you choose grants you features at 3rd level and again at 7th, 10th, 14th, and 17th.

Assassin: A sharp blade or a well-placed shot is the dread of any enemy, and removes many difficult obstacles.

Fast Talker: Survive off your quick wit and even quicker tongue.

Thief: Make a living by taking things that were not yours, be it money, weapons, or knowledge.

Ability Score Improvement
When you reach 4th level, and again at 8th, 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.

Contacts
At 6th level, your web of contacts becomes larger with associates of associates.

You can access your contacts to gain information, supplies, or even lodging if needed. You can tap your contacts a number of times a day equal to your renown, but never the same contact or topic in the same period.

Assassin
You are methodical and exact. Years of training as made you a very competent warrior with the tools at hand.

Death Dealer
At 3rd level, if a target within 9 meters is affected by critical damage and you have advantage against them, you may add your action die to the damage.

Only a Rumor
At 7th level, you may treat your renown as 0 until someone successfully recognizes you or you reveal your identity.

A Ghost
At 10th level, as long as no one is looking for you, you have advantage on Stealth checks and can move at full speed while stealthing.

Highly Effective
At 14th level, whenever you score a critical hit, you may also double your damage from ''death dealer.''

Execute
At 17th level, If you score a critical hit against a target that you have advantage against, they must roll a constitution saving throw DC 8 + your proficiency bonus + your action die, or die. If the target is immune to critical damage, they automatically succeed this check. On a success, the target takes the damage as though it was just a critical hit, even if they are immune to critical damage.

Fast Talker
You are skilled at talking your way out of trouble and even inspiring a few people.

Inspirational
At 3rd level, as an action, you may roll your action die and add your renown. All allies within 30 meters of you may add that roll to their attack or saving throws (your choice).

False Bravado
At 7th level, as a bonus action, you can double your renown until the beginning of your next turn.

I’m a Legend
At 10th level, you may add your renown to any Charisma check.

Look at Me!
At 14th level, as an action, you may have any target within 9 meters of you that you can see and who can hear you make a Wisdom saving throw DC 8 + your Proficiency bonus + your Charisma modifier + your renown. If they fail, you become the center of their interest for your action die rounds. At the end of each of their turns, they may make another Wisdom saving throw. On a success, they are not affected by this ability. You cannot use this ability again until after a short or long rest.

I Dare You
At 17th level, as an action, you can have a single target that you can see and who can hear you make a Wisdom saving throw DC 8 + your Proficiency bonus + your Charisma modifier + your renown. If they fail, they must spend the rest of the encounter attacking you. If they fail to attack you on their turn, they take your action die in psychic damage.

Thief
You are a master of making things that aren’t yours, yours.

Sticky Fingers
At 3rd level, you may add your action die to your sleight of hand checks. You can make a slight of hand check as a bonus action.

Defeat Security
At 7th level, when you roll the appropriate checks to defeat the security of a device or location (locks, keypads, passwords, sensors) you may add your action die to your checks.

Wrong Person
At 10th level, you may treat your renown as if it was half, until someone successfully recognizes you or you reveal your identity.

Sneaky
At 14th level, you may add your action die to your stealth checks.

Sucker
At 17th level, you can watch and listen to a person for an hour to make them your mark. They are your mark as long as you can see or hear them. As a mark, you have advantage on all Charisma and Wisdom rolls when interacting with them, and advantage on your sleight of hand check.