Sailor Scout (5e Class)
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- 1 The Sailor Scout
- 2 Creating a Sailor Scout
- 3 Class Features
- 4 Magical Nature
- 4.1 Courage
- 4.2 Compassion
- 4.3 Wit
- 5 Heirloom Traits
- 5.1 Altered Ability
- 5.2 Blinding Transformation
- 5.3 Durable Form
- 5.4 Elemental Favor
- 5.5 Elemental Transformation
- 5.6 Explosive Transformation
- 5.7 Extra Magic
- 5.8 Fearsome Transformation
- 5.9 Angelic Visage
- 5.10 Mass Appeal
- 5.11 Enhanced Weapons
- 5.12 Misty Transformation
- 5.13 Sacrifice
- 5.14 Summoned Armor
- 5.15 Multiclassing
The Sailor Scout
The Sailor Scout is simply a normal person, one with a grand future. Blessed by a Heirloom, the find that in the battle against evil they can transform, taking on the figure of a glorious hero whose purpose is to battle and destroy evil.
Creating a Sailor Scout
- Quick Build
You can make a sailor scout quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution.
As a Sailor Scout you gain the following class features.
- Hit Points
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Explorer’s Pack or (b) Adventurer’s Pack
- A set of common clothes
- An heirloom
|Features||Transformations||Spells Known||Cantrips Known||—Spell Slots per Spell Level—|
|1st||+2||Oblivious, Animal Familiar, Fighting Style||—||4||2||—||—||—||—||—|
|2nd||+2||The Power of Friendship, Heirloom||—||5||2||2||—||—||—||—|
|3rd||+2||Transformation, Magical Nature||2||6||2||3||—||—||—||—|
|4th||+2||Ability Score Improvement||3||7||3||3||—||—||—||—|
|6th||+3||Magical Nature Feature||4||9||3||4||2||—||—||—|
|8th||+3||Ability Score Improvement||4||11||3||4||3||—||—||—|
|10th||+4||Magical Nature Feature||4||14||4||4||3||2||—||—|
|12th||+4||Ability Score Improvement||5||15||4||4||3||3||—||—|
|14th||+5||Magical Nature Feature||5||18||4||4||3||3||1||—|
|15th||+5||Strength of Spirit||5||19||4||4||3||3||2||—|
|16th||+5||Ability Score Improvement||5||19||4||4||3||3||2||—|
|18th||+6||Power of Friendship improvement||6||22||4||4||3||3||3||1|
|19th||+6||Ability Score Improvement||6||22||4||4||3||3||3||2|
Your magical heirloom allows you to manipulate magical forces. While transformed as per Transformation, you gain the following:
You know two cantrips of your choice from the paladin spell list. You learn additional paladin cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sailor Scout table.
- Spell Slots
The Sailor Scout table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
- Spells Known of 1st Level and Higher
You know four 1st-level spells of your choice from the paladin spell list.
The Spells Known column of the Sailor Scout table shows when you learn more paladin spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the paladin spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots.
- Spellcasting Ability
Charisma is your spellcasting ability for your paladin spells. Your magic comes from the heart and soul you pour into the performance of your music or oration. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one.
- Spell save DC = 8 + your proficiency bonus + your Charisma modifier
- Spell attack modifier = your proficiency bonus + your Charisma modifier
- Ritual Casting
You can cast any paladin spell you know as a ritual if that spell has the ritual tag.
- Spellcasting Focus
You can use your heirloom as a spellcasting focus for your Paladin spells
All Sailor Scouts are oblivious. When not in a Magical form you may make a perception check (DC=Fear DC) On a failure, you do not even notice the attempt.
At 1st level, you may select a familiar from the Wizard familiar table. This is a sentient creature, not a traditional familiar. The familiar may communicate with you telepathically, up to 30 feet.
At 1st level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
You gain a +2 bonus to ranged attack rolls you make with ranged weapons.
While you are wearing armor, you gain a +1 bonus to AC.
- Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.
- Two Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
The Power of Friendship
At 2nd level, you become immune to being charmed or frightened, so long as there is an ally within 30 feet. Additionally, allies within 30 feet have Advantage on saving throws against being charmed or frightened. At 18th level, you are immune to being charmed or frightened so long as you can see an ally, and allies within 60 feet are immune to being charmed or frightened.
At 2nd level, your Magical Heirloom manifests and begins to tune with your personality. You gain two Heirloom features of your choice. The Heirloom features may be found at the end of the class description. You may only take a feature once, unless the feature says otherwise. You gain an additional feature at 9th, 13th, and 17th levels.
At 3rd level, you have learned to harness the power of your heirloom and transform into your Sailor form. You may transform into your Sailor form for 1 minute or until you are knocked unconious as an action twice, regaining all uses at the end of a long rest. You gain additional transformations at 3rd, 6th, 12th, and 17th level. You may transform at will upon 20th level. The nature of your transformation will depend on your chosen magical nature, as Courage, Compassion, or Wit. While transformed, you gain the following:
- All Sailor Scouts in Sailor form add their Charisma modifier to all their statistics, this applies to Charisma as well, but take the unmodified Charisma.
- While you are transformed and not wearing armor, your AC is equal to 10 + your Dexterity Modifier + your Charisma modifier. You can use a shield and still gain this benefit. If wearing armor, you may still add your Charisma modifier to your AC.
- You become a medium humanoid creature, regardless of what your original form was.
- Mystical Weapons
While transformed can use your action to create a mystical weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it (see the list below for weapon options). You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Your mystical weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you create another mystical weapon, if you dismiss the weapon (no action required), or if you die.
When you transform, you may choose to summon one or more weapons from the list below:
- Up to two thrown weapons which, if thrown, dissipate and reappear in your hands at the end of your turn.
- Any nonmagical weapon with the ammunition property, which has unlimited ammunition.
- Two light weapons.
- Up to two one-handed weapons, or one-handed weapon and a shield.
- A two-handed weapon.
Mystical weapons are made of radiant energy, and shed bright light in a 5-foot radius. Since these weapons are made of light, they deal radiant damage, instead of their normal damage type. These radiant weapons cannot be wielded by anyone other than you.
You can transform magic weapons that match the listed options. The weapon is transformed by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon(s), shunting it into an extradimensional space, and it appears whenever you create your mystical weapon thereafter. You can affect an artifact, but not a sentient weapon in this way. The weapon ceases being your mystical weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.
- Finishing Move
While Transformed you may use your Finishing Move:
Before you make an attack roll, you may declare a finishing move. If the attack hits, it is automatically a Critical Hit. Before you roll for damage, the target must make a Constitution saving throw against your spell save DC. Enemies with more than 1/2 their hit points automatically succeed on this saving throw. On a failure, the attack does the maximum amount of damage possible. Once you declare a Finishing move you may not attempt another until you finish a short or long rest. At 9th Level, your finishing move deals an additional 15 + your level + your Charisma modifier damage. At 20th level it deals an addtional 50+level+Charisma modifer.
If used on an ally, this ability heals an amount of hit points equal to the damage they would have taken and does not make the saving throw. At 17th level, if the ally succeeds the saving throw, they are completely healed, and gain 50+level+charisma modifer in temporary hit points.
At 7th level, your charm extends to your mundane persona. You may add your charisma modifier to your Armor class when not in Magical Form.
At 11th level, your transformation truly transcend your being. When you undergo transformation, the process reinvigorates your body. You can transform as long as you are conscious, even if you are not capable of taking actions. If you are incapacitated, paralyzed, petrified, poisoned, restrained, or stunned, transforming immediately ends any number of those conditions currently affecting you.
Furthermore, your transformation can protect you from mortal harm. If you would be reduced to 0 hit points, or killed outright while you are transformed, you may end your Transformation in order to go to 1 hit point instead.
Strength of Spirit
At 15th level, your spirit shows through at all times. When you need to make a saving throw using an ability other than Charisma, you may choose to add your Charisma bonus to that saving throw. You may do this a number of times equal to your Charisma modifier. You regain all expended uses when you complete a long rest.
At 20th level, have become a Paragon of Courage, Love, or Compassion. You no longer have a limit on your number of transformations per day. Your Charisma increases by 4.
Show of Bravery
You have advantage on any taunt actions.
As a reaction you may encourage an ally, making them succeed on a failed saving throw against being Charmed or Frightened.
At 3rd level, you gain proficiency with martial weapons, medium armor, heavy armor, and shields. You may wear armor in your transformation, but must bond with it by performing a special ritual while wearing the armor. Your AC will follow normal armor rules, plus your Charisma modifier.
At 6th level, you rally your allies as you battle. When you take the attack action, you may give an ally you are able to see advantage on their next attack roll. You may do this a number of times equal to your Charisma modifier, regaining all uses at the end of a long rest.
At 10th level, you may add half your Charisma modifier to your attack damage, and your entire Charisma modifier to your attack damage while transformed.
At 14th level, once per turn when you take the Attack action, you may enhance one of your attacks with a blast of brilliant energy. On a successful hit, the attack deals an additional 1d6 + your Charisma modifier radiant damage. While you are transformed, the damage increases to 1d8 + your charisma modifier radiant damage.
Show of Compassion
You gain proficiency in Persuasion and Insight. If you already have proficiency, you double your proficiency in that skill.
Your light not only smites foes, but can heal your allies. Starting at 3rd level, when you are transformed, you may attack an ally, Healing them for an equal amount of hit points to the amount of damage they would have taken.
Beacon of Inspiration
Starting at 6th level, your transformation is a beacon of inspiration to your allies. While you are transformed, you may use your reaction to add 1d4 to one ability check, attack roll, or saving throw made by a friendly creature within 30 feet of you who can see you. You may do this a number of times equal to your Charisma modifier, regaining all uses at the end of a long rest.
Starting at 10th level, when not in magical form you may expend a spell slot to empower your weapons with your healing light. You may expend a number of spell slots when you make a Healing Light attack to heal the creature for an equal amount of d8.
At 14th level, your presence becomes an intoxicating aura of confidence. As a reaction while you are transformed, friendly creatures within 30 feet of you may roll 1d6 and add the result to one ability check, attack roll, or saving throw they make before the beginning of your next turn. You may use this once, regaining use at the end of a short or long rest.
At 3rd level, you gain proficiency with 2 languages and 2 skills of your choice.
Your magical nature is not limited to your transformations. Starting at 3rd level, you may cast your spells in your mundane form. Additionally, you may choose to make any spells that deal damage deal radiant damage.
At 6th level, any Radiant damage you deal ignores resistance to radiant damage. Furthermore, you may add your Charisma modifier to spell damage an additional time while transformed.
At 10th level, your Nature has given you a level of clarity that other people do not possess. You gain proficiency in Wisdom Saving Throws. While you are transformed, you have advantage on all saving throws against spells.
Being of Magic
At 14th level, you have advantage on saving throws against spells. While you are transformed, you have resistance against all damage from spells.
When you choose this trait, pick an ability score. That ability score has a +2 bonus while you are transformed, but cannot be increased above 20. At 17th level, this trait can increases an ability score above 20. If you choose Constitution, this does not effect maximum hit points.
You may only have one Transformation effect
Your transformation is especially bright. Creatures within 15 feet of you that can see you must make a Constitution saving throw against your Spell Save DC. On a failure, that creature is blinded until the end of their next turn.
When you transform, you gain a number of Temporary Hit points equal to 2d4 + your Charisma modifier. The number of dice increases to 3d4 at 9th level, 4d4 at 13th level, and 5d4 at 17th level.
Choose acid, cold, fire, lightning, or thunder. You are resistant to that kind of damage, even while you are not Transformed. At 13th level, you become immune instead. Additionally, while you are transformed, your radiant weapons may deal that kind of damage instead of radiant damage. If you have Wit, you can also deal the chosen type of damage instead of radiant damage. You may take this Trait multiple times, but you must choose a different damage type each time.
You may only have one Transformation effect
When you pick this Charm, choose acid, cold, fire, or lightning. Creatures within 10 feet of you must make a Dexterity saving throw against your Spell Save DC. On a failure They take 4d6 damage of the chosen type, or half as much on a successful save. The damage increases to 6d6 at 9th level, 7d6 at 13th level, and 8d6 at 17th level.
You may only have one Transformation effect
When you transform, there is a thunderous explosion. Creatures within 10 feet must make a Constitution saving throw. On a failure, they take 2d6 Thunder damage and are pushed 10 feet away from you. On a successful save, they take half damage and are not pushed. The damage increases to 4d6 at 9th level, 5d6 at 13th level, and 6d6 at 17th level.
Choose two spells from any class's spell list. The spells must be a level you can cast with a casting time of one action, bonus action, or reaction. You add the chosen spells to your list of Spells Known. At 9th, 13th, and 17th level, you may choose to learn 1 additional spell.
You may only have one Transformation effect
Your transformation is terrible to behold. Creatures within 10 feet of you must make a Wisdom saving throw against your Spell Save DC or become frightened for 1 minute. At the end of their turn, effected creatures may make a new saving throw, ending this effect on a successful save.
You can cast Feather Fall at-will without expending a spell slot. While you are transformed, your jump distance is tripled. At 13th level, you gain a fly speed equal to your walking speed while you are transformed.
Prerequisite: Compassion, 9th level
You may cast Dominate Person or Geas without expending a spell slot. Once you do, you may not cast either spell again until you complete a long rest. If you are at least 13th level, you may cast Mass Suggestion while you are transformed. Once you do, you may not do so again until you complete a long rest.
Choose one or two weapons you possess, or your mystical weapons. While you are wielding those weapons, they count as Magical. Those weapons do an additional +1 damage. At 13th level, the weapons do an additional +2. At 13th level, the weapons become oversized while you are transformed, dealing +1d8 (2d6 if 2-handed) additional damage.
You may only have one Transformation effect
Swirling fog or thick smoke exudes from you out to a 10-foot radius when you transform. This fog provides 3/4 cover, and lasts for a number of rounds equal to your Charisma modifier, or until it is dispersed by a strong wind.
Prerequisite: 9th level
Add Revivify to your list of spells known. You can cast Revivify without expending a spell slot, and without a material component, by ending your transformation. If you cast Revivify this way, you must also expend all of your hit dice, roll them, and take that much necrotic damage. Additionally, you may not transform again until you take a long rest.
You may create a suit of radiant armor by attuning to a suit of armor you possess for 1 hour. Attuning to the armor makes you proficient in its use when transformed. If the suit of armor is on the same plane of existence, you may summon it as part of your transformation. The armor immediately teleports onto your body.
Prerequisites. To qualify for multiclassing into the sailor scout class, you must meet these prerequisites: Constitution and Charisma 14
Proficiencies. When you multiclass into the sailor scout class, you gain the following proficiencies: simple weapons, 1 tool of your choice.
Some inspiration has been taken from a large number of 5E Magical Girl classes created by other users. Thank you to those contributors.