Scion of the Three: The Chosen Assassins of the Dead Three
Some Rogues steal for coin. Others kill for power or revenge. Scions of the Three serve a far darker purpose. Whether through devotion or curse, these assassins draw power from the Dead Three, the infamous gods of tyranny, murder, and death. Blessed with supernatural abilities and an unsettling talent for striking at the perfect moment, they become terrifying agents of fear whose presence often signals tragedy for anyone standing in their way.
Throughout the Forgotten Realms, few divine powers inspire as much dread as the Dead Three. Bane, the god of tyranny, Bhaal, the god of murder, and Myrkul, the god of death, have left bloody marks upon history for centuries. Their cults operate in shadows, their followers sow chaos and suffering, and their influence continues to shape countless stories of villainy.
Among their most dangerous servants are the Scions of the Three.
Unlike many Rogues who rely solely on skill and cunning, these assassins wield supernatural gifts granted by dark powers. Some willingly pledge themselves to one or more of the Dead Three, believing they will be rewarded for their loyalty. Others find themselves unwillingly connected to these gods through curses, bloodlines, or terrible circumstances beyond their control. Regardless of how the connection begins, the result is the same. A Scion becomes an instrument of fear and violence capable of striking with frightening speed and precision.
The subclass fits naturally within Baldur's Gate, where the legacy of the Dead Three remains deeply woven into the city's history. Cults dedicated to Bane, Bhaal, and Myrkul frequently employ Scions as assassins, enforcers, spies, and executioners. Outside Baldur's Gate, powerful criminal organizations and thieves' guilds often seek out these Rogues when ordinary killers are not enough.
What makes a Scion particularly compelling is the constant tension between free will and corruption. Is the character a devoted servant of dark gods, or merely someone struggling against powers they never asked to possess? The answer can shape an entire campaign.
Fear Is the Weapon
The Scion of the Three excels at punishing weakness and turning fear into a battlefield advantage. From the moment the subclass becomes available, it gains tools that encourage aggressive positioning and relentless pursuit of wounded enemies.
Bloodthirst defines much of the subclass's identity. When an enemy becomes bloodied, the Scion can instantly teleport beside the target and launch a devastating attack. This ability creates moments that feel straight out of a horror story, as a wounded foe suddenly finds a supernatural killer standing beside them without warning.
Dread Allegiance adds another layer of customization. By choosing Bane, Bhaal, or Myrkul, the Rogue gains different resistances and magical abilities that reflect the influence of that deity. Followers of Bane gain protection from psychic assaults and access to deceptive illusions. Servants of Bhaal embrace poison resistance and defensive combat techniques. Those tied to Myrkul draw power from death itself through necrotic resistance and the chilling magic of Chill Touch.
As the Scion grows stronger, the subclass leans heavily into psychological warfare. Strike Fear allows the Rogue to terrify enemies through Cunning Strike, leaving opponents frightened and vulnerable to further attacks. By higher levels, Aura of Malevolence transforms every Bloodthirst teleport into a burst of divine malice that damages nearby creatures and spreads the influence of the chosen deity.
At its peak, Dread Incarnate turns the Scion into an exceptionally efficient killer. More frequent uses of Bloodthirst ensure that wounded enemies are never truly safe, while enhanced Sneak Attack damage improves the subclass's already impressive offensive capabilities.
The result is a Rogue that feels relentless, mobile, and terrifying when allowed to dictate the flow of combat.
Playing a Servant of Darkness
The Scion of the Three offers some of the richest roleplaying opportunities available to Rogues. Unlike subclasses focused primarily on criminal expertise or martial prowess, this archetype immediately introduces moral questions and supernatural complications.
A devoted cultist might view their abilities as sacred gifts and actively seek to expand the influence of the Dead Three. Such a character could become a villain, antihero, or deeply conflicted ally depending on the campaign's themes. Their loyalty might be rewarded with power, but every gift from a dark god comes with expectations.
Alternatively, a cursed Scion may spend their life resisting the influence of forces that constantly push them toward violence and cruelty. Every use of their powers could feel like a temptation, creating compelling internal struggles that evolve throughout the story.
Dungeon Masters can also make excellent use of Scions as recurring villains. Their teleportation abilities, fear-inducing powers, and ties to infamous cults make them memorable adversaries capable of appearing unexpectedly and vanishing before justice can catch them.
The Scion of the Three captures a fantasy rarely explored by other Rogue subclasses. It is not the fantasy of a charming thief or master spy. It is the fantasy of becoming something feared in the darkness, an assassin touched by divine evil and empowered by the gods of tyranny, murder, and death. Whether embraced or resisted, that power leaves a mark on everyone it touches.
Level 1: Sneak Attack PHB'24 p128You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack roll if you have Advantage on the roll and the attack uses a Finesse or a Ranged weapon. The extra damage's type is the same as the weapon's type. You don't need Advantage on the attack roll if at least one of your allies is within 5 feet of the target, the ally doesn't have the Incapacitated condition, and you don't have Disadvantage on the attack roll. The extra damage increases as you gain Rogue levels, as shown in the Sneak Attack column of the Rogue Features table. |
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Level 1: Thieves' Cant PHB'24 p128You picked up various languages in the communities where you plied your roguish talents. You know Thieves' Cant and one other language of your choice, which you choose from the language tables in chapter 2. |
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Level 1: Weapon Mastery PHB'24 p128Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Daggers and Shortbows. Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Shortswords. |
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Level 2: Cunning Action PHB'24 p129Your quick thinking and agility allow you to move and act quickly. On your turn, you can take one of the following actions as a Bonus Action: Dash, Disengage, or Hide. |
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Level 3: Rogue Subclass PHB'24 p129You gain a Rogue subclass of your choice. A subclass is a specialization that grants you features at certain Rogue levels. For the rest of your career, you gain each of your subclass's features that are of your Rogue level or lower. |
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Scion of the Three FRHoF p23Become a Gruesome Agent of Malice A Scion of the Three draws power from a group of malevolent gods known as the Dead Three: Bane, deity of tyranny; Bhaal, deity of violence and murder; and Myrkul, deity of death. While some Rogues of this subclass pledge themselves ardently to those three macabre gods, others find themselves thrust on this path by a curse. Either way, a scion's power manifests as various occult gifts, as well as an uncanny talent for striking and terrifying foes. Scions of the Three are most common in Baldur's Gate, where the Dead Three have long competed for influence over mortal hearts. Underground cults to Bane, Bhaal, and Myrkul often count Scions of the Three among their most useful agents. Outside Baldur's Gate, secular thieves' guilds such as the Shadow Thieves of Amn or Xanathar's guild in Waterdeep might cautiously call on a Scion of the Three to undertake an especially violent contract. Level 3: Bloodthirst FRHoF p23When an enemy you can see within 30 feet of yourself takes damage and is Bloodied after taking that damage but not killed outright, you can take a Reaction and teleport to an unoccupied space you can see within 5 feet of that enemy. You can then make one melee attack. You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a Long Rest. Level 3: Dread Allegiance FRHoF p23Choose one of the Dead Three: Bane, Bhaal, or Myrkul. You gain Resistance to one type of damage and the ability to cast a cantrip, as detailed in the table below; Intelligence is your spellcasting ability for this cantrip. When you finish a Long Rest, you can change your choice.
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Level 3: Steady Aim PHB'24 p129As a Bonus Action, you give yourself Advantage on your next attack roll on the current turn. You can use this feature only if you haven't moved during this turn, and after you use it, your Speed is 0 until the end of the current turn. |
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Level 4: Ability Score Improvement PHB'24 p129You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Rogue levels 8, 10, 12, and 16. |
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Level 5: Cunning Strike PHB'24 p129You've developed cunning ways to use your Sneak Attack. When you deal Sneak Attack damage, you can add one of the following Cunning Strike effects. Each effect has a die cost, which is the number of Sneak Attack damage dice you must forgo to add the effect. You remove the die before rolling, and the effect occurs immediately after the attack's damage is dealt. For example, if you add the Poison effect, remove 1d6 from the Sneak Attack's damage before rolling. If a Cunning Strike effect requires a saving throw, the DC equals 8 plus your Dexterity modifier and Proficiency Bonus. Poison (Cost: 1d6). You add a toxin to your strike, forcing the target to make a Constitution saving throw. On a failed save, the target has the Poisoned condition for 1 minute. At the end of each of its turns, the Poisoned target repeats the save, ending the effect on itself on a success. To use this effect, you must have a Poisoner's Kit on your person. Trip (Cost: 1d6). If the target is Large or smaller, it must succeed on a Dexterity saving throw or have the Prone condition. Withdraw (Cost: 1d6). Immediately after the attack, you move up to half your Speed without provoking Opportunity Attacks. |
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Level 5: Uncanny Dodge PHB'24 p129When an attacker that you can see hits you with an attack roll, you can take a Reaction to halve the attack's damage against you (round down). |
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Level 6: Expertise PHB'24 p129You gain Expertise in two of your Skill Proficiencies of your choice. |
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Level 7: Evasion PHB'24 p129You can nimbly dodge out of the way of certain dangers. When you're subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw and only half damage if you fail. You can't use this feature if you have the Incapacitated condition. |
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Level 7: Reliable Talent PHB'24 p130Whenever you make an ability check that uses one of your skill or tool proficiencies, you can treat a d20 roll of 9 or lower as a 10. |
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Level 8: Ability Score Improvement PHB'24 p130You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. |
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Level 9: Subclass Feature PHB'24 p130You gain a feature from your Rogue Subclass. |
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Level 9: Strike Fear FRHoF p23You gain the following Cunning Strike option. Terrify (Cost: 1d6). The target must succeed on a Wisdom saving throw, or it has the Frightened condition for 1 minute. While the target is Frightened in this way, you have Advantage on attack rolls against the target. The Frightened target repeats the save at the end of each of its turns, ending the effect on itself on a success. |
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Level 10: Ability Score Improvement PHB'24 p130You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. |
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Level 11: Improved Cunning Strike PHB'24 p130You can use up to two Cunning Strike effects when you deal Sneak Attack damage, paying the die cost for each effect. |
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Level 12: Ability Score Improvement PHB'24 p131You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. |
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Level 13: Subclass Feature PHB'24 p131You gain a feature from your Rogue Subclass. |
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Level 13: Aura of Malevolence FRHoF p24You radiate malignant power associated with one of the Dead Three. When you use Bloodthirst and teleport, each creature of your choice within 10 feet of either the space you left or your destination space (your choice) takes damage equal to your Intelligence modifier; the damage type is the same as the damage Resistance granted by your choice in the Dread Allegiance feature. Damage dealt by this feature ignores Resistance. |
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Level 14: Devious Strikes PHB'24 p131You've practiced new ways to use your Sneak Attack deviously. The following effects are now among your Cunning Strike options. Daze (Cost: 2d6). The target must succeed on a Constitution saving throw, or on its next turn, it can do only one of the following: move or take an action or a Bonus Action. Knock Out (Cost: 6d6). The target must succeed on a Constitution saving throw, or it has the Unconscious condition for 1 minute or until it takes any damage. The Unconscious target repeats the save at the end of each of its turns, ending the effect on itself on a success. Obscure (Cost: 3d6). The target must succeed on a Dexterity saving throw, or it has the Blinded condition until the end of its next turn. |
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Level 15: Slippery Mind PHB'24 p131Your cunning mind is exceptionally difficult to control. You gain proficiency in Wisdom and Charisma saving throws. |
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Level 16: Ability Score Improvement PHB'24 p131You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. |
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Level 17: Subclass Feature PHB'24 p131You gain a feature from your Rogue Subclass. |
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Level 17: Dread Incarnate FRHoF p24You gain the following benefits. Cutthroat. You regain one expended use of Bloodthirst when you finish a Short Rest. Murderous Intent. When you roll for your Sneak Attack damage, you can treat a roll of a 1 or 2 on the die as a 3. |
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Level 18: Elusive PHB'24 p131You're so evasive that attackers rarely gain the upper hand against you. No attack roll can have Advantage against you unless you have the Incapacitated condition. |
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Level 19: Epic Boon PHB'24 p131You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of the Night Spirit is recommended. |
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Artist: Tneh Keong