Scout (5e Class)
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To-do: all proficiencies, fluff, and equipment. Polish sub-classes and class features. Move Fast Movement to 5, 9, 13, 18ish. Add, or move 17th up, a division feature.
Every military force, from the Romans to Redcoats, Athenians to Zulu, have known the importance of the scout. They range ahead, sweep the path behind, and serve as outriders as the larger force moves across the countryside. If logistics is king in wartime, information is queen, and scouts excel at making sure that their side has more of it than the other, either by feeling out the enemy lines in quick skirmishes, spying, or making sure that their side is the one to pick when the engagement starts. From civilian woodsman to armored men with unparalleled speed and endurance, the scout is an unsung hero.
Scouting At Home
The scout's role on the battlefield may be specialized, but their skills are anything but. Frontiersmen, explorers, and nomadic raiders are all prime recruits when an army needs to draft scouts, because their skill-set is exactly what the military needs.
Creating a Scout
- Quick Build
You can make a scout quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by either Wisdom or Constitution. Second, choose the Soldier background. Third, choose the weapons that fit your intended Division.
As a scout you gain the following class features.
- Hit Points
Armor: Light armor, shields
Weapons: Simple weapons, martial ranged weapons, martial finesse weapons
Saving Throws: Dexterity, Intelligence
Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Stealth, and Survival
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Leather armor or (b) a shield
- (a) a shortsword or (b) a shortbow and quiver of 20 arrows or (c) a light crossbow and 20 bolts
- (a) two daggers or (b) four javelins
- (a) a dungeoneer's pack or (b) an explorer's pack
|2nd||+2||Swift Action, Battle Fortitude||1d6|
|4th||+2||Ability Score Improvement, Fast Movement +10ft||1d6|
|5th||+3||Extra Attack, Sidestep||2d6|
|6th||+3||Scouting Division feature||2d6|
|8th||+3||Ability Score Improvement||2d6|
|9th||+4||Fast Movement +15ft||3d6|
|11th||+4||Scouting Division feature||3d6|
|12th||+4||Ability Score Improvement||3d6|
|13th||+5||Fast Movement +20ft||4d6|
|14th||+5||Ability Score Improvement||4d6|
|15th||+5||Scouting Division feature||4d6|
|16th||+5||Ability Score Improvement||4d6|
|17th||+6||Fast Movement +25ft||5d6|
|18th||+6||Freedom of Movement,||5d6|
|19th||+6||Ability Score Improvement||5d6|
|20th||+6||Honed Senses, Always Moving||5d6|
Beginning at 1st level, you know how to rely on mobility to deal extra damage and improve your defenses.
After having moved at least 20ft in one round, if you are wearing no armor, your AC becomes 10 + your Dexterity modifier + your Wisdom modifier until the start of your next turn. You can use a shield and still gain this benefit. If you are wearing light armor and are not wielding a shield, your AC instead becomes 11 + your Dexterity modifier + your Wisdom modifier.
Additionally, after moving at least 10 feet on your turn, you deal an extra 1d6 points of damage on the next attack you make. The attack must use a finesse or a ranged weapon, and the target must be within 40 feet of you. This effect may be triggered on multiple attacks per round, but you must move at least 10 feet between each attack.
The amount of the extra damage increases as you gain levels in this class, as shown in the Skirmish column of the Scout table.
You may not skirmish while wearing heavy or medium armor or when carrying a medium or heavy load.
Starting at 2nd level, you can add half your proficiency bonus, rounded down, to initiative and to any Constitution saving throws that you make that doesn't already include your proficiency bonus, as long as you are not wearing medium or heavy armor or carrying a medium or heavy load.
Starting at 2nd level, your experience and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action, or to interact with an additional object.
At 3rd level, you choose a division of the scouting corps that your training originates from, such as Reconnaissance. Your division choice grants you features at 3rd level and then again at 7th, 11th, and 17th level.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 14th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Starting at 4th level, your speed increases by 10 feet while you aren't wearing medium or heavy armor or carrying a medium or heavy load. This bonus increases to 15 feet at 9th level, to 20 feet at 13th level, and to 25 feet at 17th.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to immediately move 5 feet in any direction and reduce the attack's damage against you by your Wisdom modifier or half, whichever is higher. If you are unable to move 5 feet you cannot use this ability, and if you are prevented from moving you still take full damage. This movement doesn't provoke opportunity attacks from the enemy who hit you, but it does from any others.
Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Starting at 10th level, as long as you are not deafened, 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.
At 20th level, the range of this ability increases to 30ft.
Freedom of Movement
At 18th level, you can slip out of bonds, grapples, and even the effects of confining spells easily. This ability duplicates the effect of a freedom of movement spell, except that it is always active. You lose this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.
In combat, you get a special reaction that you can take once on any creature's turn, except your own, up to a number of times per round equal to your Wisdom modifier. You can use this special reaction only to Sidestep enemy attacks, and you can't use it on the same turn that you take your normal reaction.
The methods a scout uses depends on the needs of the army they serve in, and these are represented by different scouting divisions.
You are, first and foremost, an information gatherer. You range ahead of a larger force or sweep the countryside around it, searching out threats and, most importantly, finding the enemy before they find you or your allies. You are an expert at moving unseen, and leaving enemies no evidence of your passing.
When you choose this division at 3rd level, your proficiency bonus is doubled for any ability check you make using Perception, Stealth, or Survival, unless you are not proficient in that skill. If you are not already proficient in all three, you may choose one in which to become proficient.
You also cannot be tracked by nonmagical means, unless you choose to leave a trail.
- Ambushing Skirmish
Once per turn, you can deal an additional 1d6 bonus damage when you hit one creature with an attack if you have advantage on the attack roll. 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.
At 11th level, this bonus damage increases to 2d6.
- Seeking Strike
At 6th level, you learn to strike with cunning and leave your enemies open to attacks by your allies. Once per round, when you successfully deal damage to a creature using your skirmish feature, you may sacrifice one die of bonus damage to give your allies an opening. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn, and it deals bonus damage equal to your Wisdom modifier if it hits.
- Land's Stride
Starting at 11th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
- Battlefield Reflexes
At 15th level, as long as you are not surprised at the beginning of combat, you have advantage on initiative rolls. If you are surprised, you can still act normally on your first turn as long as you aren't incapacitated.
<!-Introduce this subclass here->
- Mounted Infantry
When you choose this division at 3rd level, your proficiency bonus is doubled for any ability check you make using Animal Handling, Athletics, and Acrobatics, unless you are not already proficient in that skill. If you are not already proficient in all three, you may choose one in which to become proficient.
- Momentum Striker
Starting at 3rd level, you can lean more heavily on the devastating potential your mobility gives you in the charge, throwing your weight into the blow. If you move at least 15 feet in a straight line right before making a melee attack against a creature, and you hit it with the attack, you may increase the damage die of your skirmish feature from a d6 to a d8 for that attack.
- The Dragon And Saber
Starting at 6th level, you become adept at blending the use of swords and crossbows together. You ignore the loading quality of crossbows with which you are proficient, and being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls. Additionally, when you make an attack with a crossbow, you may sheath a light melee weapon as part of that same action.
- Harrying Attack
At 11th level, you learn to use ranged attacks to soften up a formation before closing in. If you make an attack with a ranged weapon against a creature who is 15ft or further from you, you may use your bonus action to immediately make another attack with that weapon against the same creature.
You don't add your ability modifier to the damage of the bonus attack, unless that modifier is negative, and until your next turn the targeted creature and up to two adjacent creatures of your choice can't make opportunity attacks against you, and you get a +2 bonus to the next attack roll you make against any one of them with a melee weapon.
- Furious Charge
At 15th level, if you move at least 20 feet in a straight line toward a Large or smaller target right before making a melee weapon attack against it, you can you can make one additional melee attack as part of the same action. The bonus damage from your skirmish feature may be applied to either attack.
<!-Introduce this subclass here->
When you enter this division at 3rd level, you learn to use shield and spear expertly in concert, readying spears in your shield hand and passing them to your main hand as needed. You gain the following benefits while you are wielding a shield in one hand and no weapon other than a melee weapon with the thrown property in the other:
- You may treat javelins and other piercing weapons with the thrown property as finesse weapons if they are not already.
- You can draw a piercing weapon that has the thrown property as part of the attack you make with the weapon.
- You gain a +2 bonus to attack rolls you make using weapons with the thrown property.
Starting at 6th level, attacking at long range doesn't impose disadvantage on your thrown weapon attack rolls as long as you move at least 10 feet immediately before each attack, and your thrown weapons ignore half cover and three-quarters cover.
- Needling Attack
Starting at 11th level, you can use a bonus action on your turn to make an attack with a piercing weapon that has the thrown property.
If you hit an enemy with a ranged weapon attack using this feature, you can reduce the speed of the target by 10 feet until the start of your next turn. If you hit an enemy with a melee weapon attack using this feature, you can move it 5 feet to an unoccupied space, provided the target is no more than one size larger than you.
- Parthian Throw
At 15th level, while you are wielding a piercing weapon with the thrown property, other creatures provoke an opportunity attack from you when they enter the reach you have with that weapon. You may treat your reach as 5 feet greater than normal when creatures provoke opportunity attacks in this manner, but if you choose to do so you must make a thrown weapon attack against the provoking creature instead of a melee attack.
Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:
Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies: