Scoundrel skills in Divinity: Original Sin 2 are very specialised in Status Effects and usually require a dagger to be equipped. All skills are Finesse-based - skills that require you to equip a dagger may show a different attribute, but will be affected by Finesse when you equip a dagger.


Scoundrel Skill Books


Divinity Original Sin 2 Scoundrel Skills


Name Req Mem AP SP CD Res Scale Range Description


Gain 2 Action Points immediately, but lose 2 Action Points next turn. Any Action Points over your maximum are lost.
 1 1 - - 4 n/a n/a  --

Gain 2 Action Points immediately, but lose 2 Action Points next turn.
Does not break Invisibility or Sneaking


Jump over the enemy, landing behind their back and backstabbing them for [X] physical damage.
 1 1 - 3 n/a Fin 8m 100% chance to Backstab


Destroys [X] Magic Armour and then tries to set Sleeping.
 1 1 - 3 Fin 13m Set Sleeping for 1 turn(s).
Does not break Invisibility or Sneaking.

Throwing Knife
Throwing Knife

Throw a knife at your opponent, dealing 85% damage. Can backstab!
 1 1 - 1 n/a Dynamic 8m


Cloak and Dagger
Cloak and Dagger

Teleport without breaking sneaking.
 2 1 - 4 n/a n/a  13m Does not break Invisibilty or Sneaking.

Corrupted Blade

Dagger attack that deals 150% damage and sets Decay and Diseased.
 2 1 - 4 Fin  2.5m Set Decaying for 2 turn(s).
Set Diseased for 2 turn(s).

Gag Order

Destroy [X] Magic Armour on target character. Silence target.
 2 1 - 4 Fin  2.5m

Set Silenced for 1 turn

Rupture Tendons

Deal 100% damage to target character. When they try to move, they will take piercing damage.
 2 1 - 5 n/a Fin  2m Set Ruptured Tendons for 2 turn(s).

Sawtooth Knife
Sawtooth Knife

Pierce the enemy's Physical Armour and directly deals 100% piercing damage. Sets Bleeding if enemy has no Physical Armour.
 2 1 - 3 Fin  2.5m Set Bleeding for 3 turn(s).

Sleeping Arms

Deal 100% damage and set Atrophy: your target can't use weapons or weapon skills anymore.
 2 1 - 3 Fin  2.5m

Set Atrophy for 2 turn(s).

Terrifying Cruelty
Terrifying Cruelty

Dagger attack that deals 110% damage and sets Bleeding and Fear on target character.
 3 1 - 4
Fin  2.5m Set Bleeding for 3 turn(s).
Set Terrified for 1 turn(s).

Wind-Up Toy

Summon a mechanical bomber at the target point. The bomber can explode, dealing fire damage and producing a fire surface.
 3 1 - 6 ? ?  13m Does not break Invisibility or Sneaking.
The stats of the summons will depend on caster level and Summoning ability.

Daggers Drawn

Whirl into a barrage of 5 stabs, each dealing 65% damage.
 3 2 6 n/a Fin  2.5m -

Fan of Knives
Fan of Knives

Fling a dagger at every enemy around you, dealing 125% physical damage. Can backstab!
 3 2 2 n/a Fin 8m 


Mortal Blow
Mortal Blow

Deal 140% damage. Damage is doubled if you are sneaking or invisible. Target is killed instantly if below 20% Vitality.
 5 3 - n/a Fin  2.5m Instantly kill target below 20% Vitality.


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    • Anonymous

      03 Jan 2021 18:08  

      Just annihilated the last fight with Sebille Scoundrel (with 5 poly and some warfare), and devourer set. it was a one elf show. Scoundrel's legit.

      • Anonymous

        23 Dec 2020 03:54  

        I recently started playing this game ...and i had some exp with "rogue" stuff in other games. I reached Driftwood and near it u have to free the Meistr (i was lvl 8) that means u fight the 2 magister + reinforcements. Until that point gear wise i haven't found nuthing and i am trying to play 4 rogues with alot of cc and mobility stuff on them...but i managed to gear them with stealing and buying so mostly from vendors. Until that point i to be honest didn't see any op stuff like i wasn't one shoting anyone or even three shoting or whatever, but my god i was hiting with Sebile that has 10% increase dmg buff trait and some other buffs like peace of mind and food / encourage/ etc dude 70 dmg crit with baclash ? Those magisters that were using 2h weapons did constantly without any sort of buffs 120-160 dmg and i examined the stats almost like mine 22 str Sebile had 23 finesse without buffs. Am i playing a different game here ? Throwing knives aswell jesus they suck ...and i tryed even with ranged bonuses / high ground to see if anything changes. Maybe this class shines more in higher levels cuz u can't go guns blazing sort of speak in fights with this class.

        • Anonymous

          26 Jan 2020 15:46  

          Wow, what a bunch of crybabies in this page. Clearly most of you have never leveled a scoundrel with Lone Wolf to end game and don't understand just how much damage Sawtooth does directly to vitality to which you can effectively assassinate a single character when combined with Mortal Blow. Plus, don't even get me started on how OP Ruptured Tendons is when combined with Torturer talent. To me, yes you can get more consistent damage from a high crit ranged 2hd or archer, but the level of skill and fun with scoundrel is much better.

          • Anonymous

            19 Jan 2020 22:27  

            This tree has some fun options, but it works best if you dip into polymorph for chameleon cloak and warfare for battle stomp. Though I'm still in the early game. In a party, so I have the glass cannon feat, and being able to shatter a targets armor then knock them down if they are still alive makes it hard for low armor enemies to threaten me. Though if you get diseased, now your just glass

            • Anonymous

              29 May 2019 14:37  

              Like most of the rogue/scoundrel characters are based on in/out the shadows/invisibilty for the whole fight. Like if gettin in shadows cost 4ap there is no need for the scoundrel class at all. There are better more revarding classes with high dps than this one. Like when enemy have 20% HP left its case of killing them with next skill/spell attack at most other classess like there is no need for this. Like I wanted to play rogue here but the class is trash due to lack of shadow/invisibility combinations. Yeah you have talent that gives you +40% bonus to damage in stealth/invis but the lack of ability to use invis/stealth most of the fight makes no sense to take it or even consider it a valuable talent to take. Like I love hight dps close combat characters like rogues and thiefs in other games but in this it s lot meeeh. It s not even satysfyin to try to combo somethin when you mostly dont even kill them in one round of abilities and have only one chance to get behind them most of the time cos most of the enemies have attack of oportunity talents so made it behind them in fight you need one or more talents withou them murdering you. Like I was a bit dissapointed when first try this class as main but I have much more furn playin just dps mage or cc battlemage. Scounderl is dry and unsatysfyin till act 2 cos you lack either damage or some cool combos.

              • Anonymous

                11 Apr 2019 07:21  

                What is even the meaning of having daggers instead of two-handed weapons if you can't even pierce the armor? The Scoundrel tree overall is garbage.

                • Anonymous

                  08 Feb 2018 02:26  

                  Considering the base damage of dagger is too low(in the late game, only 52% of a two-handed weapon, 78% when duel-wielding. Backstab guarantees critical hits but warrior, archer or magic user can reach 70% critical chance in the late game, not to mention archer has highground bonus), and the range of dagger is also the shortest(except for two skills) damage of these skills should be at least 115%/2ap. The ap cost of Throwing Knife /Fan of Knives/Terrifying Cruelty/Daggers Drawn/Corrupted Blade should be reduced (Although if reduced to 2ap Corrupted Blade 150% would be a little op). 100% damage skill (Rupture Tendons/Sawtooth Knife/Sleeping Arms)should be buffed. Damage of Chloroform should be doubled. Cloak and dagger should give 1 turn invisibility.Mortal Blow should be given a CD and increase its damage while reduce its sp cost(or trigger its lethal effect at 40% Viality while others remain the same).
                  Personally, I'd like to see a 2ap scoundrel skill that acts similar to Enrage, which makes all the damage caused by dagger piercing damage or makes all soundrel skills' effect ignore armor in one turn(actually 2 turns just like enrage)

                  • 17 Oct 2017 23:37  

                    I would greatly appreciate it if instead of all the Deal [X] physical damage, we got 100% of 60% of 120% physical damage (Meaning what are the percentages) for the tooltips like the Huntsman skills in the wiki. Thanks.

                    • Anonymous

                      11 Oct 2017 09:19  

                      It would be great if more skills didn't require daggers. Would allow more character types to use scoundrel for something more than Chloroform + Crit Multiplier

                      • Anonymous

                        28 Sep 2017 21:11  

                        Anyone else confused about the fact that Scoundrels don't have the ability to gain action points on a successful kill. Should have a skill, if you kill a target behind, refresh half the AP you gain each turn. So you can dart around the battlefield after your magician put some wicked dope explosions down.

                        • Anonymous

                          26 Sep 2017 03:30  

                          Why does Backlash and Throwing knife scale off of strength? At least, thats what the skill descriptions currently say. At least Chloroform scales off of Finesse.

                          • Anonymous

                            15 Sep 2017 21:45  

                            Can the skills that require a dagger be used with a dagger in the off hand, but other weapon in the main hand?

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