| Level | Proficiency Bonus | Features |
|---|---|---|
| 1st | +2 | Fancy Footwork, Exploit Opening, Second Reaction, Fighting Style |
| 2nd | +2 | Panache, Martial Feats"/td> |
| 3rd | +2 | Scoundrel Archetype |
| 4th | +2 | Ability Score Improvement |
| 5th | +2 | Extra Attack |
| 6th | +3 | Elegant Escape |
| 7th | +3 | Archetype Feature |
| 8th | +3 | Ability Score Improvement |
| 9th | +3 | Taunt |
| 10th | +4 | Improved Panache |
| 11th | +4 | Duelist's Defiance |
| 12th | +4 | Ability Score Improvement |
| 13th | +4 | Skill Specialization |
| 14th | +5 | Archetype Feature |
| 15th | +5 | Scoundrel's Panache |
| 16th | +5 | Ability Score Improvement |
| 17th | +5 | Evasion |
| 18th | +6 | Elusive |
| 19th | +6 | Ability Score Improvement |
| 20th | +6 | Archetype Capstone, Legendary Panache |
Class Health Number: 5
Hit Points at 1st Level: 10 + your fighting style health bonus
Hit Points at Higher Levels: 5 + your fighting style health bonus per scoundrel level after 1st
Some of your abilities will require your Mental or Physical Modifier.
Your Physical Modifier is your Strength or Dexterity Modifier.
Your Mental Modifier is your Charisma Modifier.
You adopt a particular style of fighting as your specialty. Choose one of the following options. Each Fighting style grants you a bonus at level 1, you must be wielding one of your fighting style’s respective item to gain this benefit. At level 7, your fighting style provides you with a Martial Feat, this feat does not count against your Feats known, and it does not require a slot when you use it. You must be wielding one of your fighting style’s respective item to use this feature, but you can use this feat regardless of your class.
The health bonus is added to your hit point maximum at 1st level and whenever you gain a level in this class.
Your elegant movement confounds your foes. When you make a melee attack against a creature, you gain the benefits of the disengage action against that creature until the start of your next turn.
You excel at turning a foe's moment of weakness into a devastating opportunity. When you hit a creature with a weapon attack, you can deal extra psychic damage if that creature has failed a saving throw or ability check against one of your features or spells in the last minute.
A creature can take this damage once, afterwards it becomes immune to this damage until the start of your next turn.
The extra damage equals a number of d4s equal to your proficiency bonus.
Your reflexes are exceptionally sharp. You can take two reactions per round.
Your charm and bravado can captivate a foe. As an action, a creature within 30 feet who can see or hear you must make a Mental DC Charisma save.
On a failure, you have advantage on attack rolls against that creature, and it has disadvantage on attack rolls against creatures other than you. This effect lasts for 1 minute or until you use this feature again.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest.
You have trained in special techniques that give you an edge in combat and beyond. You gain access to martial feats, as described in the Martial Feats section. You may only use one Feat Slot per turn.
Primary Slots. You have 2 Primary Slots, which you expend to activate your feats. You regain all expended slots when you finish a short rest. Your number of Primary Slots increases as you gain levels, as shown in the Feats Progression table.
Feats Known. You know 2 martial feats of your choice from your feat list. The Feats Known column of the Feats Progression table shows when you learn more feats. Additionally, when you gain a level in this class, you can replace one feat you know with another feat of your choice from your class feat list.
Feat Tier. You can learn feats of Tier 1 at level 2. At higher levels you gain access to higher tiers, as shown in the table.
| Level | Primary Slots | Feats Known | Feat Tier Available |
|---|---|---|---|
| 2nd | 2 | 2 | Tier 1 |
| 3rd | 2 | 2 | Tier 1 |
| 4th | 2 | 2 | Tier 1 |
| 5th | 3 | 3 | Tier 2 |
| 6th | 3 | 3 | Tier 2 |
| 7th | 3 | 3 | Tier 2 |
| 8th | 3 | 3 | Tier 2 |
| 9th | 3 | 3 | Tier 2 |
| 10th | 4 | 3 | Tier 2 |
| 11th | 4 | 3 | Tier 3 |
| 12th | 4 | 4 | Tier 3 |
| 13th | 5 | 4 | Tier 3 |
| 14th | 5 | 4 | Tier 3 |
| 15th | 5 | 4 | Tier 3 |
| 16th | 6 | 5 | Tier 3 |
| 17th | 6 | 5 | Tier 4 |
| 18th | 6 | 5 | Tier 4 |
| 19th | 7 | 5 | Tier 4 |
| 20th | 7 | 6 | Tier 4 |
You choose an archetype that embodies your particular style of daring. Your archetype grants you features at 3rd level, and then again at 7th, 14th, and 20th level.
At 4th, 8th, 12th, 16th, and 19th level, you can increase an ability score by 1
Taking the attack action does not inflict you with the fatigued condition.
When you or an ally within 30 feet fails a Charisma skill check, you may interject and attempt to save face adding a d8 to the result.
This feature requires the use of a Feat Slot, when you use this feature, mark one Feat Slot.
You are difficult to pin down. When making strength or dexterity saving throws, you can choose to use your charisma modifier instead.
Your Panache can now affect multiple creatures at once. When you use Panache, you can choose any number of creatures within 30 feet. Make a single Charisma ability check contested by the highest Wisdom (Insight) check among your targets. Any creature whose Insight check is lower than your Charisma check is affected as normal.
As an action, choose an object that you can see within 30 feet of you. You learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. You also immediately know the identity of any organization that lead to the creation of the object if any mortal in the universe shares this knowledge.
Once you use this feature, may not do so again until you finish a long rest.
Your Exploit Opening damage die increases to a d6 and Exploit Opening may be applied twice until a creature becomes immune.
Your flair extends beyond combat. You gain the following benefits:
Your speed increases to 40 feet, you gain a climbing and swimming speed equal to your walking speed.
As long as a creature has made a check against your Panache, successful or not, you may apply Exploit Opening.
At 20th level, you gain the ultimate expression of your chosen archetype, as detailed in your scoundrel Archetype description.