![]() īetter still, if this bonus attack is made against a different target than the first, it also benefits from the Rogue’s sneak attack feature, which at this level is a casual 9d6 damage, plus weapon dice. This sounds like pseudo two-weapon fighting, but it’s significantly better, as it works with all fighting styles, including single weapon dueling, and ranged weapons. ![]() Whenever the Scout takes the Attack action, it can make another attack as a bonus action. Sudden Strike : From level 17, the Scout is skilled enough to split its focus and sneak attack more often. On top of this, the first target the Scout hits in the first round of combat is marked by the class, granting Advantage to any further attacks the Scout makes, as well as any attacks made against the target (for example, by all the other party members ) until the start of the Scout’s next turn. Simple, effective, always useful, but slightly boring.Īmbush Master : From level 13, the Scout’s honed reactions give them a permanent Advantage on Initiative rolls. It also applies to Swim and Flight speeds, if the Scout has those. Superior Mobility : Available from level 9, this is a plain and simple 10ft increase to the Scout’s movement speed. It also means the Scout is better equipped in the outdoors than both Rangers and Druids, which is a pretty funny thing to think about. Two free skills, with free Expertise in both of them, are fantastic additions to the Scout’s out-of-combat utility and turn the character into possibly the best skill character in the entire game at this level. They also double their proficiency bonus when taking checks in the skills. Survivalist : Also at level 3, the Scout gains proficiency in both the Nature and Survival skills. But compared to some archetypes’ level 3 abilities, it’s slightly disappointing. The ability can get melee fighters where they want to be and archers out of combat so they don’t have Disadvantage. This is a reaction Disengage that can be used instead of Cunning Action, with some free movement thrown in as a benefit. That means that the enemy gets to attack, cast spells, or do whatever it wants to the Scout before they get to move away. The reaction can only be taken when the enemy ends their turn within 5ft. Reading a little deeper into the ability reveals that the timing is just a little bit off. Move away from enemies when they get close to you, right? Skirmisher : From level 3, if an enemy ends its turn within 5ft of the Scout, it can spend its reaction to move up to half its speed.Īt first glance, this ability seems incredible. ![]() ![]() Click here to pick up your own copy of Xanathar’s Guide to Everything! Scout Features The Scout Rogue subclass is found in Xanathar’s Guide to Everything. This guide breaks down the Scout subclass, possible build paths, skill choices, feats, and more you need to know. But time outdoors hasn’t dulled any of the standard Rogue skills either, and many Scouts are just as capable of making deals and cracking safes as any of their equals. The Scout.Īs capable in cities as they are flitting through treetops or hunting in the desert, the Scout is a peerless party guide and a vicious combatant. But possibly the most terrifying Rogues are those who can appear from the undergrowth like a bestial predator, eviscerate their target, then melt into the greenery with barely a whisper. Many Rogues are happiest surrounded by brick walls and bustling crowds that they can vanish into after delivering a hidden blade.
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