ASIs:Wood Elf: +2 Dex, +1 Wis,
Farrow: +1 Con.
Feats:
Rogue
Level 1: Expertise(), Sneak Attack, Thieves' Cant,
Rogue Archetype(Scout): Skirmisher, Survivalist
Level 2: Cunning Action
Level 3: Steady Aim
Level 4: Eleven Accuracy Feat
Feats
Eleven Accuracy
- Increase your Dexterity, Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.
- Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once.
Origin/Backgrounds
Farrow: Proficiency with Survival or Nature, +5 movement speed (all existing types)
Courier: You have been trained to deliver mail to the furthest reaches of Galix, and you’ve trained through the difficult terrains of Farrow. You are not hindered by difficult terrain. You gain an additional swim and climb speed of 10ft.
Elf (Wood)
Speed: 35Ft
Size:?
Age: Young
Darkvision: Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Keen Senses. You have proficiency in the Perception skill.
Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Trance. Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.
Fleet of Foot. Your base walking speed increases to 35 feet.
Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.