Scoundrels are prepared to do whatever it takes to end a fight quickly, and that often means fighting dirty. While Scoundrels may employ a variety of tactics and weapons, this principle is what defines them. Gang enforcers, back-alley brawlers, or any other combatants that lack formal training or scruples are likely Scoundrels.

When you choose this archetype at 3rd level, you become a more ruthless combatant:

Underhanded Tactics

Starting at 3rd level, you learn how to leverage your guile to win by any means necessary.

Cunning Strike. When you take the attack action, you can make an attack with an unarmed strike or improvised weapon as a bonus action.

Guile. You have four guile points. These points can be spent on various ploys, and are replenished after a short or long rest.

You gain two more guile points at 9th level and two more at 17th level.

Ploys. You learn four ploys of your choice, which are detailed below. You can only use one ploy per attack, and cannot use similar features from other classes, such as a Battle Master's maneuver, on the same attack as a ploy.

You learn an additional ploy of your choice at 9th, 13th, and 17th level. Each time you learn a new ploy, you can also replace one ploy you know with a different one.

Saving Throws. Some of your ploys require your target to make a saving throw to resist the ploy's effects. The saving throw DC is calculated as follows:

Ploy save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).











