Base Class: Ranger
Restricted to Elf Heritage Only - (Half-Elf if raised by Elves at DM Discretion)
All elven sub-races have among the ranks of their forces scouts, whether dark elven or high elven, they all have the same traits being courageous, self-reliant, individualist unafraid to walk in the dark and lonely places where even fools and heroes fear to tread. Surface elven scouts use their abilities and skills to defend their settlements, realms or tribes and to avenge crimes committed against their people. Drow Scouts on the other hand are divided by their different faiths, houses and bands.
Survivalist
When you choose this archetype 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.
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.
Sneak Attack
Beginning at 3rd level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 2d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
Superior Mobility
At 7th level, your walking speed increases by 10 feet. If you have a climbing or swimming speed, this increase applies to that speed as well.
You gain one of the following features of your choice:
Escape the Horde
Opportunity attacks against you are made with disadvantage.
Multiattack Defense
When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.
Steel Will
You have advantage on saving throws against being frightened.
Multiattack
At 11th level, you gain one of the following features of your choice:
Volley
You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.
Whirlwind Attack
You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.
Ambush Master
Starting at 15th 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.
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