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 Ability | Dexterity |
| Hit Point Die | d8 per Rogue level |
| Saving Throw Proficiencies | Dexterity and Intelligence |
| Skill Proficiencies | Choose 4: Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Persuasion, Sleight of Hand, Stealth |
| Weapon Proficiencies | Simple weapons; Martial weapons that have the Finesse or Light property |
| Tool Proficiency | Thieves’ Tools |
| Armor Training | Light armor |
| Starting Equipment | Leather 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
| Lvl | Prof | Sneak Attack | Features |
|---|---|---|---|
| 1 | +2 | 1d6 | Expertise, Sneak Attack, Thieves’ Cant, Weapon Mastery |
| 2 | +2 | 1d6 | Cunning Action |
| 3 | +2 | 2d6 | Roguish Archetype, Steady Aim |
| 4 | +2 | 2d6 | Ability Score Improvement |
| 5 | +3 | 3d6 | Cunning Strike, Uncanny Dodge |
| 6 | +3 | 3d6 | Expertise |
| 7 | +3 | 4d6 | Evasion, Reliable Talent |
| 8 | +3 | 4d6 | Ability Score Improvement |
| 9 | +4 | 5d6 | Subclass feature |
| 10 | +4 | 5d6 | Ability Score Improvement |
| 11 | +4 | 6d6 | Improved Cunning Strike |
| 12 | +4 | 6d6 | Ability Score Improvement |
| 13 | +5 | 7d6 | Subclass feature |
| 14 | +5 | 7d6 | Devious Strikes |
| 15 | +5 | 8d6 | Slippery Mind |
| 16 | +5 | 8d6 | Ability Score Improvement |
| 17 | +6 | 9d6 | Subclass feature |
| 18 | +6 | 9d6 | Elusive |
| 19 | +6 | 10d6 | Epic Boon |
| 20 | +6 | 10d6 | Stroke 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.