Thief Scout
Thief Scout combining the stealth of a rogue with the survival skills of a Scout, excelling at tracking, ambushing, and exploiting vulnerabilities in combat.
The Thief Scout is an agile character who combines thievery with wilderness skills. With a sharp eye for traps and opportunities, they excel in stealth, outsmarting foes in forests and camps. Their skills in traps and ambush tactics are crucial for exploration and combat.
Thief Scout Features By Level
If you hit a creature with a weapon attack, you can force the creature to make a Strength saving throw (DC 8 + your proficiency bonus + your Dexterity modifier). On a failed save, the creature is disarmed, forcing it to drop one item of your choice that it's holding.
You also gain an additional way to use your Sneak Attack; you don't need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don't have disadvantage on the attack roll.
In addition, you can add an additional 2d6 to your ranged or finesse weapon attacks against creatures that have not had a turn in combat or are surprised.
In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.
You ignore all class, race, and level requirements on the use of magic items.
Your Evasive Assassin damage is increased to 6d6.
In addition, you have advantage on initiative rolls, and attacks made during the first round of combat score a critical hit on a roll of 19 or 20.