
The Scion of the Three is one of the most aggressively combat-oriented rogue subclasses in Dungeons & Dragons. Found in the Forgotten Realms Player's Guide, it draws its power from the Dead Three—Bane, Bhaal, and Myrkul—granting rogues the ability to become ruthless hunters on the battlefield. Unlike traditional rogues, who rely on stealth, cunning, and precision, the Scion of the Three excels in chaotic combat, leaping between enemies and striking those weakened by your attacks.
This subclass is perfect for players who want a character that embodies a relentless, almost horror-movie slasher approach rather than a subtle thief archetype. If you're preparing to enhance your gameplay or gain extra resources, you might consider options to buy Dungeons & Dragons platinum to unlock additional adventures and gear.
Subclass Overview
The Scion of the Three channels the influence of Bane (god of tyranny), Bhaal (god of murder), and Myrkul (god of death). Your character might be a devoted cultist, willingly embracing these dark deities, or a reluctant vessel cursed with their powers, akin to the Dark Urge from Baldur's Gate 3. The subclass is especially common in Baldur's Gate, where cults of the Dead Three recruit skilled operatives. Outside the city, criminal organizations such as the Shadow Thieves of Amn or Xanathar's Guild may employ a Scion of the Three for particularly brutal assignments.
Mechanically, the subclass introduces several unique features:
Bloodthirst (Level 3): Your Sneak Attacks deal bonus damage to wounded foes equal to half your Rogue level (rounded up). Additionally, when an enemy is reduced to zero health, you can use a reaction to teleport up to 30 feet and make a melee attack. This ability can be used a number of times equal to your Intelligence modifier, refreshing after a long rest.
Dread Allegiance (Level 3): At the start of each long rest, choose one of the Dead Three to follow temporarily. Each choice grants a resistance and a cantrip: Bane offers psychic resistance and Minor Illusion; Bhaal provides poison resistance and Blade Ward; Myrkul grants necrotic resistance and Chill Touch.
Strike Fear (Level 9): This feature allows your Cunning Strike to potentially frighten targets, forcing a Wisdom saving throw. Failed saves result in the Frightened condition, giving you Advantage on attacks against them.
Aura of Malevolence (Level 13): You radiate an aura dealing damage equal to your Intelligence modifier to creatures of your choice within 10 feet at the start of each of your turns. The damage type matches your chosen Dread Allegiance resistance and ignores immunity.
Dread Incarnate (Level 17): You gain two powerful enhancements: Murderous Intent, which converts 1s and 2s on Sneak Attack dice into 3s, and Battle Tyrant, granting Advantage against Frightened foes.

Ability Score Priorities
The Scion of the Three demands a slightly unconventional ability spread.
Dexterity: This remains your primary attribute, boosting attacks with finesse and ranged weapons, AC, initiative, and core skills like Stealth, Sleight of Hand, and Acrobatics. Maximizing Dexterity early is crucial.
Intelligence: Unlike most rogues, Intelligence is vital. It determines the number of Bloodthirst uses, the damage of Aura of Malevolence, and your effectiveness with Dread Allegiance cantrips. A score of 14–16 is recommended by mid-levels, with 16 granting significant combat utility. Higher values are possible if you want to fully embrace the subclass fantasy.
Constitution: Given the Scion's melee-forward style, Constitution improves survivability and enhances Constitution saving throws. Aim for at least 14, ideally 16.
Other Stats: Strength is largely unnecessary, while Wisdom and Charisma can be deprioritized. Wisdom affects Perception and Insight, which can be supplemented through proficiencies, and Charisma is less critical, as the subclass emphasizes intimidation through combat rather than social manipulation.
Optimal Races
Several races complement the Scion's mix of Dexterity, Intelligence, and thematic darkness:
Human: Flexible ability score bonuses make it easy to enhance both Dexterity and Intelligence. Extra skill proficiencies allow you to dominate more rogue-relevant skills.
High Elf: Natural bonuses to Dexterity and Intelligence align perfectly with your priorities. They also provide a bonus cantrip and Darkvision, enhancing utility in dark environments.
Tiefling: Tieflings resonate thematically, representing a connection to infernal and dark forces. Their fire resistance broadens survivability, and their innate cantrips bolster intimidation or utility.
Shadar-kai: These Shadowfell elves suit the flavor of a deathly rogue. Their teleportation and temporary damage resistance synergize with Bloodthirst, allowing agile movement across the battlefield.

Recommended Backgrounds
Backgrounds offer both mechanical and narrative benefits:
Soldier: Provides Athletics and Intimidation proficiencies. While Athletics is situational, Intimidation complements the Scion's fear-based combat style. The Military Rank feature can be reflavored as violent respect earned through deeds.
Sage: Emphasizes Intelligence, granting Arcana and History proficiency. The Researcher feature allows for story hooks around forbidden knowledge of the Dead Three, making it ideal for a scholar-turned-dark-rogue concept.
Criminal: Mechanically straightforward, offering Sleight of Hand and Stealth, with the Criminal Contact feature giving underworld connections. Perfect for a character tied to cults or criminal organizations, especially in Baldur's Gate.
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In summary, the Scion of the Three rogue is an aggressive, melee-focused subclass that blends high Dexterity with smart use of Intelligence, capable of terrifying enemies and dominating combat with supernatural ferocity. By carefully selecting abilities, race, and background, you can create a rogue who is both deadly and thematically striking—a true harbinger of the Dead Three.