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Woodland Scout

Woodland Scouts remember the days when flora and fauna dominated the landscape. They fight with an emphasis on repositioning, always trying to find a better angle to attack their enemies from.

Woodland Scouts do not get sneak attack. Instead, if they move at least 10 feet before attacking, they deal extra damage on their next attack.

Hit Points

Hit Dice: 1d8 per rogue level

Multiclassing Proficiencies

You gain proficiency with the following items.

Armor: Light Armor
Tools: Thieves' Tools
Skills: Choose one from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance. Persuasion, Sleight of Hand, and Stealth

Table: The Rogue / Woodland Scout

Level Proficiency Bonus Skirmish Features
1st +2 1d6 Expertise, Skirmish, Speech of the Woods
2nd +2 1d6 Cunning Action
3rd +2 1d6 Survivalist, Extra Skirmish
4th +2 1d6 Ability Score Improvement
5th +3 2d6 Uncanny Dodge
6th +3 2d6 Expertise
7th +3 2d6 Evasion, Extra Skirmish (2)
8th +3 2d6 Ability Score Improvement
9th +4 3d6 Superior Mobility
10th +4 3d6 Ability Score Improvement
11th +4 3d6 Reliable Talent, Extra Skirmish (3)
12th +4 3d6 Ability Score Improvement
13th +5 4d6 Ambush Master
14th +5 4d6 Blindsense
15th +5 4d6 Slippery Mind

Class Features

Expertise

At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with Thieves' Tools. Your Proficiency Bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 6th level, you can choose two more of your proficiencies (in Skills or with thieves' tools) to gain this benefit.

Skirmish

Beginning at 1st level, you 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 if you move 10 feet before attacking. The Attack must use a Finesse or a ranged weapon.

You cannot step back into any of the spaces you previously stepped through to gain the effect of this ability.

The amount of the extra damage increases as you gain levels in this class, as shown in the Skirmish column of the Rogue table.

Speech of the Woods

You have an enhanced ability to communicate with many beasts, plants, and fey.

You learn to speak, read, and write Sylvan. In addition, plants and beasts can understand your speech, and you gain the ability to decipher their noises and motions. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past. This ability doesn’t grant you any special friendship, though you can combine this ability with gifts to curry favor with them as you would with any nonplayer character.

Cunning Action

Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a Bonus Action on each of your turns in Combat. This action can be used only to take the Dash, Disengage, or Hide action.

Ability Score Improvement

When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Uncanny Dodge

Starting at 5th level, when an attacker that you can see hits you with an Attack, you can use your Reaction to halve the attack's damage against you.

Evasion

Beginning at 7th level, you can nimbly dodge out of the way of certain area Effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are 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.

Reliable Talent

By 11th level, you have refined your chosen Skills until they approach perfection. Whenever you make an ability check that lets you add your Proficiency Bonus, you can treat a d20 roll of 9 or lower as a 10.

Blindsense

Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or Invisible creature within 10 feet of you.

Slippery Mind

By 15th level, you have acquired greater mental Strength. You gain proficiency in Wisdom Saving Throws.

Skirmisher

Starting at 3rd level, you are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks.

Starting at 3rd level, you can now get Skirmish's bonus damage die up to twice per round. You must move at least 10 feet between attacks to get Skirmish on both attacks, and you cannot re-enter any of the spaces you have moved through.

Survivalist

At 3rd level, you gain proficiency in the Nature and Survival skills if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.

Superior Mobility

At 9th level, your walking speed increases by 10 feet. If you have a climbing or swimming speed, this increase applies to that speed as well.

Ambush Master

Starting at 13th level, you excel at leading ambushes and acting first in a fight.

You have advantage on initiative rolls. In addition, the first creature you hit during the first round of a combat becomes easier for you and others to strike; attack rolls against that target have advantage until the start of your next turn.