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Nimble, stealthy, and quick on their feet, scout rogues are untraceable in nature and untouchable on the battlefield. This subclass of the rogue from Fifth Edition 168澳洲幸运5开奖网:Dungeons & Dragons is🌱 best for any rogue who wants to weave through attackers and strike from the shadows.

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As a scout rogue, you benefit from a high speed and a lot of movement on the battlefield. Lunge forward and attack your enemies, only to dash away when they prepare to strike you back. This class deals high da🌞mage like any rogue does, but you excel at more than combat. As a scout you are most at home in the wilderness, scouting ahead undetected.
Features Of A Scout Rogue
The Scout Rogue excels in mobility with Skirmisher, gains expertise in Nature and Survival skills, improves speed with Superior Mobility, benefits the team with Ambush Master's initiative advantage, and gains powerful double Sneak Attacks at 17th level with Sudden Strike.
Feature |
Description |
Skirmisher |
At third level, when an enemy ends it turn within five feet of you, you can move up to half your speed without provoking opportun♕ity attacks as a rཧeaction. With this feature you can move around any battlefield quickly and efficiently. Use this movement to flank with your allies, get out of melee range, or jump target to targe🍰t. |
Survivalist |
At third level, you gain Expertise in Nature and Survival skills. These are both great skills to have expertise in. Make sure to choose different proficiencies at first level so you end up with a wide♒ selection 🌠of proficiencies. |
Superior Mobility |
At ninth level, your speed increases by ten feet. This ability applies to any swimming or flying speed that you may have and increases the range of your Skirmisher feature, making it a powerful mobility feature |
Ambush Master |
At thirteenth level, you get advantage on Initiative rolls. If you hit a creature during the first🅺 round of combat, you and your allies have advantage to hit that creature until the start of your nex💙t turn. This is a great ability that also benefits your whole party, giving your group the opportunity to quickly take out a single foe by piling on with a𒆙dvantage. Encourage your party to follow your lead on Initiative rolls! |
Sudden Strike |
At seventeenth level, you can make one additional attack when you take the Attack action on your turn. You can use your Sneak Attack twice per turn with this second attack as long a😼s you do not attack the same creature twi𒊎ce. The ability to use Sneak Attack twice in one turn is incredible, especially because at seventeenth level you deal an extra 9d6 each time you use Sneak Attack. With any luck you’ll be🔯 able to kill two enemi🎃es in one turn using this ability. |
Best Ability Scores For A Scout Rogue
Dexterity should be your highest ability score. As a rogue, you will use finesse weapons and thus your Dexterity will determine ꧟your attack and daꦡmage bonuses. In addition, your Dexterity will determine your Stealth, which is useful for hiding and gaining advantage on attacks.
Wisdom is another crucial statistic. Normally rogues prioritize Intelligence, but as a scout you are more in tune with🎐 nature than with books. Your Survivalist feature gives you Expertise in Survival, so with a high Wisdom you’ll have inc꧋redible bonuses for that.
Intelligence will still come in handy, although it certainly doesn’t need to🌊 be among your highest scores. You’ll use Intelligence for investigating and for Nature checks, i🍸n which you’ll have Expertise.
The Constitution should be lower, but not your lowest stat. It’s usually valuable to put some points into Constitution, so you can increase your maximum hit points and protect yourself against the all-too-common Constitution s𝄹aving throw.
Charisma isn’t very useful as a scout rog🌜ue. You rely on your quickness and your stealth more than you rely on Deception, and since so many features of your class rely on passing unseen you won’t need to establish a strong charismatic presence.
Strength you can dump. Strength won’t come in handy since you don’t use i൲t for your we🔯apon attacks, and you can hopefully rely on Acrobatics more than Athletics.
Best Species For A Scout Rogue
A wood elf lends itself to a scout rogue exceptionally well. You can increase your Dexterity by two and your Wisdom by one. Your base walking speed increases to 35 feet, which improves the range of your sk⭕irmisher feature♈.
You can also attempt to hide even when you are lightly obscured – th𝐆ick f🀅oliage, poor weather conditions, or dust in the air could hide you from an opponent.
Hiding will come in handy as you’re trying to get Sneak Att🎐ac♐k on your enemies.
An aarakocra will give you the same ability score increases: two points for Dexterity and one for Wisdom. You also gain a fly speed of 50 feet.
If you combine this speed with your Skirmisher feature, you can move 25 feet as a reaction any time an enemy is near you – and at ninth ꦛlevel you’ll have a base ﷽speed of 60 feet.
This species will render you extremely agile and mobile, giving y♌ou huge range over a battlefield. You’ll also gain natural we♚apons in your talons, which deal 1d4 slashing damage
A halfling gains a Dexterity increase by tജwo and one other feature by one depending on your subspecies.
You have a lower speed of 25 feet, but you are able to move through the space of any creature at least one size larger than yours (which will be most creatures since you are size Small). You also have the lucky feature, allowing you to reroll when you roll a natural on🍃e.
When it comes to subspecies for a halfling,🍸 there are two that especially work well with a scout rogue:
- Ghostwise halflings increase your Wisdom by one. You also gain the Silent Speech ability, which allows you to speak telepathically to one creature within 30 feet of you.
- Lightfoot halflings increase your Charisma by one. You also gain the Naturally Stealthy feature, which allows you to attempt hiding when you are obscured by a creature at least one size larger than you (which, once again, will be most creatures)
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Best Feats For A Scout Rogue
Sharpshooter improves your use of ranged weapons, which are great weapons for a quick-footed scout such as yourself. This feat removes the disadvantage of attacking from long range and lets you ignore half cover and three-quarters cover. You can also choose to take a -5 penalty to your next ranged attack roll, in 𒊎exchange for +10 damage if you hit, which is a valuable gamble.
Mobile will enhance your Skirmisher feature and your Superior Mobility to make you game-breakingly fast. This feat increases your speed by 10 feet. You ignore difficult terrain when using the Dash action. If you make a melee attack on a creature, that creature can't take opportunity attacks against you for the rest of the turn.
This feat may seem like overkill for increasing your speed, but if you’re going for pure speed and combat mobility this feat is incredible.
Piercer lets you increase your Strength or your Dexterity by one. You can also re-roll one damage die when you hit a creature and deal piercing damage. When you hit a creature that deals piercing damage, you can re-roll one damage die.
If you roll🤪 a critical hit that deals piercing damage, you can roll an extra damage die fo꧟r that hit.
The Piercer feat works best with ranged weapons.
Squat Nimbleness can𝔉 only be taken by a Small size species. You can increase your Strength or your Dexterity by one and increase your speed by five feet. You also gain proficiency in either Acrobatics or Athletics, and you gain advantage on any checks you make to escape a grapple.