SCOUNDREL — ROGUE

Scoundrel — Rogue

Salorras Path: Scoundrel · 5e 2024 base class: Rogue The scoundrel is Salorras’s master of guile, stealth, and the precise strike — the spy, thief, duelist, and killer who wins by wit and opportunity rather than brute force or magic. In 5e 2024 terms the scoundrel is built on the Rogue class. The elite traditions a scoundrel may rise into (Katjemeran Assassin, Marooner) are this class’s subclasses — its Roguish Archetypes — chosen at 3rd level.

This file is a self-contained 5e 2024 reference. Mechanics follow the 2024 Player’s Handbook Rogue; only the framing is Salorras-specific. Old 3.5e entry prerequisites (skill ranks, feats, guild oaths) become roleplay flavor in 5e — a character chooses the archetype at 3rd level once the story justifies it.

Core Traits

Primary AbilityDexterity
Hit Point Died8 per Rogue level
Saving Throw ProficienciesDexterity and Intelligence
Skill ProficienciesChoose 4: Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Persuasion, Sleight of Hand, Stealth
Weapon ProficienciesSimple weapons; Martial weapons that have the Finesse or Light property
Tool ProficiencyThieves’ Tools
Armor TrainingLight armor
Starting EquipmentLeather armor, 2 daggers, shortsword, shortbow + 20 arrows, thieves’ tools, burglar’s pack, 8 GP — or 100 GP

Hit Points: Start with 8 + Con modifier; gain 1d8 (or 5) + Con modifier per level after 1st.

Class Features by Level

LvlProfSneak AttackFeatures
1+21d6Expertise, Sneak Attack, Thieves’ Cant, Weapon Mastery
2+21d6Cunning Action
3+22d6Roguish Archetype, Steady Aim
4+22d6Ability Score Improvement
5+33d6Cunning Strike, Uncanny Dodge
6+33d6Expertise
7+34d6Evasion, Reliable Talent
8+34d6Ability Score Improvement
9+45d6Subclass feature
10+45d6Ability Score Improvement
11+46d6Improved Cunning Strike
12+46d6Ability Score Improvement
13+57d6Subclass feature
14+57d6Devious Strikes
15+58d6Slippery Mind
16+58d6Ability Score Improvement
17+69d6Subclass feature
18+69d6Elusive
19+610d6Epic Boon
20+610d6Stroke of Luck

Level 1 — Core Skills

Expertise. Double your Proficiency Bonus on two chosen skill proficiencies (two more at 6th level). Sneak Attack. Once per turn, deal extra damage (shown above) to a creature you hit with a Finesse or Ranged weapon if you have Advantage, or if an enemy of the target is within 5 feet of it and you don’t have Disadvantage. Thieves’ Cant and a secret set of signs/ciphers; you also pick up another language. Weapon Mastery. Use the Mastery property of two kinds of weapons you’re proficient with; swap on a Long Rest.

Level 2 — Cunning Action

Take a Bonus Action on each of your turns to Dash, Disengage, or Hide.

Level 3 — Steady Aim

As a Bonus Action, give yourself Advantage on your next attack this turn; your Speed becomes 0 until the end of the turn.

Level 5 — Cunning Strike, Uncanny Dodge

Cunning Strike. When you deal Sneak Attack damage, you can forgo some of the dice to add an effect — Poison (Con save or Poisoned), Trip (Dex save or Prone), or Withdraw (move without provoking). More options unlock later. Uncanny Dodge. Use your Reaction to halve the damage of an attack that hits you.

Level 7 — Evasion, Reliable Talent

Evasion. On a Dexterity save for half damage, take none on a success and half on a failure. Reliable Talent. Treat a d20 roll of 9 or lower as a 10 for any ability check using a skill or tool you’re proficient in.

Level 11 / 14 — Improved Cunning Strike, Devious Strikes

More Cunning Strike options and the ability to apply more than one at once (e.g., Daze, Knock Out, Obscure).

Level 15 / 18 — Slippery Mind, Elusive

Slippery Mind. Gain proficiency in Wisdom and Charisma saving throws. Elusive. No attack roll has Advantage against you while you aren’t Incapacitated.

Level 20 — Stroke of Luck

Once per Short or Long Rest, turn a missed attack into a hit or a failed ability check into a 20.

Ability Priorities

Lead with Dexterity (attacks, stealth, AC). Constitution for survival; Intelligence, Wisdom, or Charisma support the skills a given scoundrel relies on. The Katjemeran Assassin leans on stealth and poisoncraft; the Marooner on Charisma-fueled bravado and seamanship.

Paragon Subclasses — Roguish Archetypes (choose one at Level 3)

  • Katjemeran Assassin — the sworn killer of the Fatal Contracts of Katjemeran, master of poison and the lethal opening strike (patron Nerkan Thak’Ar, as with the Murder-Call Apostle).
  • Marooner — the swashbuckling sword-duelist and corsair of the open archipelago; mobile single-blade fighter and daring skirmisher.
Compiled from the Worldkeeper's Vault Chapter 15 - Playing in Salorras/DnD 5e/5e-paths/5e-scoundrel-rogue.md

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