Base Class: Fighter
Scoundrels are gamblers and tricksters who trust their instincts as much as their steel. Rather than relying on strict discipline, they thrive on calculated risks for turning misfortune to their advantage. The most accomplished Scoundrels are larger-than-life figures whose charm and audacity are every bit as dangerous as their skill in a fight.
Smooth Operator
You gain proficiency in one of the following skills of your choice: Insight, Intimidation, Persuasion, or Deception.
Deception
You gain proficiency in Deception.
Insight
You gain proficiency in Insight.
Intimidation
You gain proficiency in Intimidation.
Persuasion
You gain proficiency in Persuasion.
Risky Gambit
Gambit Points. You have a number of Gambit Points equal to your Charisma modifier (minimum of 1). You can't have more Gambit Points than your maximum.
You regain all expended Gambit Points when you finish a Long Rest.
You can also regain 1 expended Gambit Point when any of the following occurs:
- You use your Second Wind feature to regain Hit Points.
- You become Bloodied.
- You roll a Dirty 20 on an attack roll. A Dirty 20 is a result of exactly 20 after all modifiers are applied, but not as the result of rolling a natural 20 on the d20.
Saving Throws. If a Scoundrel feature requires a saving throw, the DC equals 8 plus your Strength or Dexterity modifier (your choice) and Proficiency Bonus.
Lure and Strike. When a creature within your reach targets you with an attack roll, you can expend 1 Gambit Point and use your Reaction to tempt it into overcommitting. The triggering attack roll gains Advantage, provided that roll has neither Advantage nor Disadvantage already.
Immediately before the triggering attack is made, you can make one weapon attack or Unarmed Strike against the attacker.
Fall Guy
Fall Guy. When a creature hits you with an attack roll, you can expend 1 Gambit Point and use your Reaction to choose another creature within 5 feet of you that isn't the attacker. The chosen creature must succeed on a Strength saving throw or become the target of the triggering attack instead. If the chosen creature was willing, you gain advantage on your next attack roll.
On a successful save, the triggering attack targets you as normal.
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