Rogue
Base Class: Rogue

Before Mithral Hall fell to the ravaging claws of the dragon Shimmergloom, the scouts of the Hall were a renowned reconnaissance force.  Trained to clandestinely seek out the enemies of the Hall, dwarven scouts were trained for close quarters battle, using dirty tactics to deal massive sneak attack damage.

Close Quarters Battle Schooling

The dwarven scout is ready for close combat with the enemy.  At 3rd level, they may choose either Two-Weapon Fighting, Close Quarters Shooter, or Blind Fighting

Blind Fighting

You have blind sight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Close Quarters Shooter

When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Armored Reconaissance

Starting at 9th level, your martial training means you do not have disadvantage on a Stealth check when wearing any light or medium armor.

Battlefield Mobility

At level 13, you have mastered battlefield movement.  Your base movement increases by 10', and you can use your reaction to disengage. 

Reconnaissance Readiness

When you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can’t use this feature when you are surprised.

Comments

Posts Quoted:
Reply
Clear All Quotes