At 4th rogue level, you learn three of the following maneuvers or properties:
Coup-de-grace - The crit range of your light one-handed slashing or piercing weapons is increased by 1.
Dirty strike - You can make a special attack either unarmed, with a knife/dagger, a light bludgeoning weapon, or with a fist weapon as a bonus action once per round. On a success, if unblocked, the target must make a constitution save(DC 10 + your rogue level) to not gain one of the following negative conditions: blinded, deafened, shaken, shocked, winded, or sickened for 1 turn.
Dive strike - You do not suffer fall damage when landing on a creature and attacking them. The recipient of a such an attack has disadvantage on their block check and the attack benefits from your sneak attack damage.
Draw-shot - You can make a crossbow, wand, or thrown weapon attack as you swap to them or rquip them. this cannot be done more than once per turn.
Driven edge - After a successful unblocked attack with a two-handed or versatile weapon, you can spend 2 bonus actions to make it deal its damage again.
Engarde - After a successful block or disarm, you may make an attack as either a reaction or bonus action.Â
Feinting leap - Once per turn you can make a feinting leap, dash up to 10 feet. This provokes attacks of opportunity, and if it misses you may respond with a melee attack as a free action.
Quick leap - As a bonus action, leap, roll, or slide 15ft. This movement does not provoke attacks of opportunity or reactions.
Regards - After a successful unblocked dagger attack, you can leave(equip) the blade in the target, applying bleed and dealing an extra 1d6 piercing damage.
The follwing maneuvers become available for later selection at lvl 5:
Improved dodge - The distance of dodge (rogue 1) is increased by 5 feet.
Overtake - When using dodge (rogue 1) you can move over/under/through the attacker as part of the momvement.
Pincussion - You can spend an action, a bonus action, and a move action to make 4 attacks while wielding 2 light piercing weapons.
Thorn leap - While using dodge, fainting leap, or any other dash-like movement ability, you can make a thrown weapon attack at disadvantage as a free action. This can only be done once per round.
At 4th rogue level, gain a +2 bonus to checks made to deceive, con, investigate, appease, evade, or intercept members of the lower classes, commoners, or members of underworld organizations.
At 5th rogue level, you have 3 new Scoundrel manauvers, or upgraded maneuvers if you have the prerequisite maneuver:
Upgraded maneuvers:
Coup-de-grace+ - When you make a critical strike, roll 1d6. On a 1 or 2, the critical strike also deals your sneak attack as extra damage.
Dirty strike+ - The duration is no longer 1 turn, and instead lasts until removed. The target remakes the check at the start of every round to end the effect. The DC is reduced by 2 every turn.
Dive strike+ - Your falling dive strike attacks have advantage.
Draw-shot+ - Can be done up to 2 times per turn.
Driven edge+ - The bonus damage also benefits from your sneak attack damage.
Engarde+ - This attack benefits from your sneak attack damage.
Fainting leap+ - You can do so twice per turn, and can counter attack two targets if wielding two weapons, or a cleave weapon.
Quick leap+ - Distance is increased by 5ft. Gain a +2 bonus to accrobatics checks.
Regards+ - Regards applies an extra stack of bleed and deals sneak attack damage.
Improved dodge+ - You can also dodge when subject to a dexterity based save effect but still requires a block check and incurs loss of 1 block on a failure. On a critical success, the block is refunded.
Overtake+ - You can spend a reaction to immediately attack the target you overtake.
Pincussion+ - The amount of attacks is increased by 1, and can be done with just one piercing weapon to make 3 attacks.
Thorn leap+ - The attack is no longer made with disadvantage and it can be a ranged weapon attack.
At 6th rogue level, learn or upgrade 1 extra scoundrel maneuver.
At 6th rogue level, choose 2 upgrades:
Bruiser - Gain proficiency with medium armor. If already proficient gain proficiency with heavy armor instead. If already proficient with heavy armor, gain 1 temporary block at the start of combat instead.
Generalist - Gain proficiency with a skill, tool, and weapon group of choice.
Night owl - Your street smart bonus is doubled at night.
Professional brawler - You have 2 more maneuvers to either learn or upgrade.
Smooth talking - Street smarts can apply to interactions with nobility.
Superstitious markings - You gain a +3 bonus to saves vs a school of magic of your choice.
Tattoo markings - Your street smarts bonus is increased by +1.
Trap-savvy - You gain a +1 bonus to saves vs traps and advantages to all saves vs your own traps and difficult terrain/tools such as caltrops.