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5e Rogue Scout Archetype

Also can do more damage than any other rogue archetype. Seriously underrated archetype for some weird reason. Inquisitive: Basically Spanish inquisitor, Even trickster is better than him at his job. Mastermind: Gives advantage to other players. Trickster can do that as well. Scout: When rogue stops being sneaky and instead becomes pew pew. SRD Rules Reference for Dungeons & Dragons 5th Edition. Check out our other SRD sites! Traveller SRD | Swords and Wizardry SRD | 5th Edition SRD | Dungeon World SRD | 13th Age SRD | d20HeroSRD | The Modern Path SRD | d20PFSRD | 3.5e SRD | GumshoeSRD | FateCoreSRD | Starjammer SRD | OGN Articles | Design Finder 2018 | Fudge SRD | Here Be Monsters | d20 Anime SRD | PF2 SRD

DnDNextMonster CardsKobold Alchemist by dizman

Swashuckler really should be a better subclass. It's a really fun subclass - the type of Errol Flynn-esque archetype who thinks the only good type of rogue is a dashing rogue. However, while it has a strong theme, it doesn’t have cohesive abilities. You can taunt people, take your turn quicker, and duel enemies one-on-one.

5e rogue scout archetype. Character optimization guide for the DnD 5e Rogue. Roguish Archetype: Rogue subclasses are briefly summarized below.See my Rogue Subclasses Breakdown for help selecting your subclass.. Arcane Trickster: Use illusions and enchantments to confuse and outsmart your foes.; Assassin: Masters of infiltration, disguise, and dealing high-damage sneak attacks at the beginning of combat. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level. The Thief archetype is the only tradition released by Wizards of the Coast as Open Game Content but there are variants or other archetypes available from other publishers (listed below). Conquer the Wild: Scout 5E. The Scout Rogue takes the tools of the traditional Rogue and adds on some nature skill. What it focuses on more is a range-loving build with spectacular movement options, great first-turn power and the best level 17 option a Rogue can ask for, in terms of damage.

Plus, the rogue also gets another proficiency bump at 9th level. So this is an effective +18 to Stealth for the rogue. At this point, the Rogue is damn near invisible when it hides. At 11th level, the Unseen Rogue picks up Reliable Talent. That means that the rogue can never have less than a 23 on its Stealth checks. The rogue is a strong class on its own. However, with seven interesting subclasses, there are countless ways to flesh out these characters. Whether you want to stick with the tried-and-true lockpicking sneak or branch out to a more interesting archetype, there is a subclass for everyone. Scout. An archetype for the Rogue class in 5e. The scout is a swift explorer moving unseen through hostile territory observing, probing, and gathering information about the terrain, threats, fortifications, and the movements of enemy forces. Many scouts employ skirmishing tactics to harry and wear down small enemy forces.

As a rogue, you have the following class features. Hit Points Hit Dice: 1d8 per rogue level Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per rogue level after 1st Starting Proficiencies You are proficient with the following items, in addition to any proficiencies provided by your race or background. I honestly cannot express just how much I LOVE the Mastermind archetype because it just lets you do anything and everything you could hope for as a rogue. You gain 2 languages, proficiency in Disguise and Forgery Kits, a gaming set, and can mimic speech after only 1 minute of interaction. Roguish Archetype. At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities: Thief, detailed at the end of the class description, or one from another source. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level. Ability Score Improvement

Compatible Archetypes: Bandit, Burglar, Sanctified Rogue, Scout, Trapsmith. Pirate. Unless you're playing a piracy campaign, just skip this archetype. Even then, it's pretty dull. And you have to give up a rogue talent for the archetype's lousy abilities. Sea Legs (Ex): Bonus to acrobatics, climb, and swim. 2/3 basically worthless. Rogue: Scout You are skilled in stealth and surviving far from the streets of a city, allowing you to scout ahead of your companions during expeditions. Rogues who embrace this archetype are at home in the wilderness and among barbarians and rangers, and many Scouts serve as the eyes and ears of war bands. Loving that the first five replies here each list the five different official archetypes. Rogue is awesome. I don't know which is the best archetype as you can measure it in different ways, but I favour the Mastermind.Both because of the role-play flavour and the fun mechanics - guile over action.

Roguish Archetype At 3rd level, a rogue gains the Roguish Archetype feature. Here is a new option for that feature: the Scout. Scout You are skilled in woodcraft and stealth, allowing you to range ahead of your companions during expeditions. Rogues who embrace this archetype are at home in the wilderness and As a rogue, you gain the following class features. Hit Points. Hit Dice: 1d8 per rogue level Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per rogue level after 1st Proficiencies. Armor: Light armor Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords Tools: Thieves' tools If the scout makes more than one attack this turn, this ability only applies to the first attack. Foes with uncanny dodge are immune to this ability. This ability replaces improved uncanny dodge. Rogue Talents: The following rogue talents complement the scout archetype: assault leader, camouflage, cunning trigger, survivalist, and trap spotter*.

Scout (Xanathar’s Guide to Everything) Scout is honestly my favorite rogue archetype; you gain some survivalist abilities like a ranger but the “skirmisher” ability is just so darn useful. You get to play “keep away” when an enemy gets close to you, and you can sometimes go entire combats without the enemy getting a swing on you. Scout is a terrific archetype, but it requires a certain environment and playstyle to be effective. If you're a melee rogue then it's better to be a swashbuckler for the free disengage. If you're a ranged rogue in a game that forces you to fight in small spaces then it's better to be an arcane trickster, mastermind, or assassin.

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