Base Class: Rogue
He was nervous. Holding a dagger in each of his hands, Ha'qir knew what he had to do. His family wouldn't eat tonight unless he could bring in a few silver coins.
He looked down at the 4 men walking alongside their pack mule, following the quiet path that led away from his village. Twice a week, his people would send out caravans full of expensive jewelry. But tonight, Ha'qir wasn't letting this caravan leave before he could make a quick profit. He leapt down from the tree, and cut into the chest of one of them men. Immediately, Ha'qir reached into his belt and threw down one of the new contraptions he had been working on. Smoke clouded the battlefield, and Ha'qir danced among the three remaining men, killing them swiftly. By the time the smoke had settled, it was done. Ha'qir quickly looted the satchels and returned home, without a trace.
Tinkering Kit
When you choose this archetype at 3rd level, you gain access to the "Tinkering Kit". This kit allows the Scoundrel to craft the various contraptions that are used throughout their class. This kit can be created by combining Alchemists Supplies with Tinker's Tools.
A contraption can be crafted by expending the following: One rogue hit dice, 15 minutes of uninterrupted focus, and the ingredients that correspond to the specific contraption.
The following ingredients are required to craft each of the 5 contraptions:
Smoke Bomb: A small piece of bat fur, a pinch of gunpowder, iron casing (Alternatively 8 silver pieces).
Caltrops: Iron scraps, wool or leather for the pouch (Alternatively 5 silver pieces).
Poison Dart: Iron dart, vial of minor poison (Alternatively 7 silver pieces).
Flask of Healing: A tiny strip of white cloth, a pinch of sapphire dust, a glass vial (Alternatively 1 gold piece).
Bola: A firm cord or rope, 2 iron counterweights (Alternatively 6 silver pieces).
Contraptions
Starting at 3rd level, the Scoundrel has access to the various contraptions that can be created through the use of the Tinkerer's Kit. The Scoundrel may hold 3 of each contraption at one time, and all contraptions may be used as a Cunning Action. All contraptions that include a saving throw will contest the user's DC represented by 12 + the user's proficiency bonus.
Smoke Bomb: Using a cunning action, you may toss this smoke bomb up to 15 feet away. Upon contact with any hard surface, this tiny spherical object will explode into a large 10 foot radius sphere for a 12 second duration. All creatures inside of this smoke will have disadvantage when being attacked. In addition, all creatures inside of this smoke will also have disadvantage on attack rolls.
Caltrops: As a cunning action, you can spread a single bag of caltrops to cover a 5-foot-square area. Any creature that starts their turn inside, or enters, this area must succeed a DC (12+prof) Dexterity saving throw or have their remaining speed dropped to 0 and take 1 piercing damage. This has no effect on creatures that are "Huge" or larger.
Poison Dart: As a cunning action, you can throw a dart (see dart in handbook) that is infused with a toxic poison. Upon contact with an enemy creature, they must make a DC (12+prof) Constitution saving throw, or suffer from the poisoned effect and take 1d4 poison damage. On a successful save, the target will only take 1d4 poison damage.
Flask of Healing: As a cunning action, you may either toss this flask up to 15 feet away or consume the contents. Upon breaking, it will heal all creatures in a 5 foot square for 1d4 hitpoints. Alternatively, the contents may be consumed to heal for the same amount, preventing the 5 foot radius from breaking the flask. This can not be used to stabilize, as its effects only work on conscious creatures.
Bola: Using a cunning action, you may throw a bola up to 30 feet away. The target creature must make a DC (12+prof) Dexterity saving throw or suffer from the "restrained" condition. At the beginning of the target's following turns, they may use a free action to try and contest the restraint again. This has no effect on creatures that are "Huge" or larger.
Contraption Mastery
Starting at 9th level, the Scoundrel has completely mastered one of their 5 contraptions. They must choose one contraption to master from the following list:
Smoke Bomb: After honing the usage of the smoke bomb, you have mastered the art of fighting within the smoke. You have a much easier time keeping track of unseen targets, and no longer have disadvantage on attacks against creatures within your own smoke.
Caltrops: After extensive use with the caltrops, you have gained the ability to craft them with much more efficiency. Instead of taking 1 piercing damage, creatures that start their turn in, or enter, the caltrops will now take 3d4 piercing damage.
Poison Dart: After honing the toxins infused onto the poison darts, you have drastically increased the potency of the dosage. Creatures hit by the Poison Dart will make a DC (12+prof) Constitution saving throw or suffer 4d4 poison damage and suffer from the poison effect. On a failed save, the target will take 2d4 poison damage.
Flask of Healing: Through the use of many Healing Flasks, you have drastically improved the quality of the medicinal remedy used within. The healing will now increase to 3d4 hitpoints, and will now be able to stabilize targets.
Bola: You have mastered the act of capturing foes within the bola, and it will now require affected creatures to use their action to contest the restraint instead of a free action.
Unseen Trickery
Beginning at 13th level, you can deceive a creature into falling for your trickery. When an enemy creature would make a saving throw against one of your contraptions, you may use Unseen Trickery to reduce the outcome of their die by -5. When using this ability, you may wait to hear whether the roll has succeeded or failed before applying the negative modifier. This may only be used once per short or long rest.
Tinkering Mastery
Upon reaching 17th level, the Scoundrel has completely mastered their crafting abilities. You no longer require hit dice to craft your contraptions, and the time it takes to craft each one has reduced to 5 minutes. In addition, you can now carry up to double the amount of contraptions as usual.