Fighter
Base Class: Fighter

The Scoundrel focuses on creating the opportunities and taking advantage of any openings in the enemy's defense. Over generations,  the average citizens have traded tricks on how to survive when faced with the threats of the world, from ways to disorient an monster to ways to knock down larger opponents. The Scoundrel doesn't believe in honor or a clean fight. They simply believe in living by any means necessary. 

Even Playing Field

When you choose this archetype at 3rd level, you have learned to use everything at your disposal to win. You gain a proficiency with improvised weapons and access to Scoundrel Gimmicks.

Gimmicks. You gain two uses and learn three gimmicks of your choice. Many gimmicks impose some form of disadvantage on your opponent. You can use only one gimmick per round and learn an additional gimmick of your choice and gain an additional use of this feature at 7th, 15th, and 18th level. 

Saving Throws. Many of your gimmicks require your target to make a saving throw to resist the effects. The saving throw DC is calculated as follows:

Gimmick save DC = 8 + your proficiency bonus + your Dexterity modifier

All Eyes on Me

Any opponent that can see and hear you must make a wisdom saving throw. On a fail, they have disadvantage on any attacks that aren't against you. They can redo this roll at the start of each of their turns. The effect ends whenever they succeed or a minute has passed.

Back on Your Feet

Expend 5ft of your movement speed to regain your footing after being knocked prone.

Clap Stunner

On a failed melee attack, you can expend your reaction to stun your opponent. They must make a dexterity saving throw or be paralyzed for one round.

Hostage Situation

You take a creature hostage until it can pass your gimmick save. While you have a hostage, attacks against you must pass your gimmick save or damage is split between you and your hostage. Additionally, if you move more than 5 ft in a turn; your hostage automatically passes the save.

Lost Marbles

You throw a bag of ball bearings making a 5ft area of the battlefield difficult terrain. Anything that starts or ends its turn in the area must succeed on a dexterity saving throw or be knocked prone.

Low Road

Dropping to all fours, you prepare to attack when least expected. You gain +2 to AC and Dex saving throws and ready an action. You lose these benefits after taking that action.

Piggyback

When an ally within 5 feet of you hits with an attack, you use your reaction to make an attack.

Pocket Sand

You throw sand into the eyes of an opponent within 5 feet. On a failed save, they are blinded for one round.

Tether

You tether yourself to an opponent. While tethered you both can't move more than 10 ft. apart until you end this affect as a bonus action or they succeed on your gimmick save.

Up in Smoke

You create a smokescreen to cover your retreat allowing you to take the Hide action without invoking opportunity attack.

Unsavory Character

Starting at 7th level, you gain proficiency in a gaming set and the Sleight of Hand skill and your proficiency bonus is doubled for any ability check you make that uses Sleight of Hand.

Contingency Plan

Starting at 10th level whenever you finish a long rest, you may change out one of your gimmicks for another. Additionally, when you roll initiative without any remaining uses of your gimmicks, you regain one.

Toybox

Starting at 15th level, you gain a specialized tool for combat and can use it an number of times equal to your proficiency bonus before needing to take a long rest.

Incendiary

You douse your target in a flammable liquid that is ignited by a small flint. (4d10 fire; range 5/10)

Pins and Needles

You throw a handful of poisoned needles at your opponent. (3d4 piercing and 3d6 poison; range 20/60)

Sword Trick

You launch the blade of your weapon at your opponent, gaining advantage on the attack as well as an additional 2d6 force damage.

Where it Hurts

At 18th level, your attacks become critical on rolls of 18-20.

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