Cunning Action. On each of its turns, the scoundrel can use a bonus action to take the Dash, Disengage, or Hide action.
Sneak Attack (1/Turn). The scoundrel deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the spy that isn't incapacitated and the spy doesn't have disadvantage on the attack roll.
Spellcasting. The scoundrel is a 3rd-level spellcaster that uses Intelligence as its spellcasting ability (spell save DC 12; +4 to hit with spell attacks). It knows the following spells from the wizard spell list:
Cantrips (at will): mage hand (the hand is invisible), minor illusion, prestidigitation
1st level (4 slots): charm person, disguise self, sleep
2nd level (2 slots): invisibility, suggestion
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Hand Crossbow. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Description
Use what you can to take what you need
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