Scout (ToG)

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Scout (ToG)[edit]

Position from the webtoon comic, Tower of God, made to be used in a campaign based around the setting of the comic. Can be used in other campaigns if allowed by DM.

Creating a Scout[edit]

Why are you climbing the tower? Do you wish for great wealth or authority? Do you plan to become a test admin? Are you still searching for your own path?

Quick Build

You can make a Scout quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Intelligence. Second, choose the Explorer background. Third, choose <!-elaborate on equipment choices->

Class Features

As a Scout you gain the following class features.

Hit Points

Hit Dice: 1d10 per Scout level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Scout level after 1st

Proficiencies

Armor: light armor
Weapons: firearms, crossbows, rapiers, longswords, short swords
Tools: Disguise kit, Navigator's tools
Saving Throws: Dexterity, Intelligence
Skills: Choose four: Acrobatics, Athletics, Nature, Insight, Animal Handling, Investigation, Perception, Survival, Persuasion, Sleight of Hand, Stealth

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a rapier(needle) or (b) a shortsword
  • (a) a longbow and quiver of 20 arrows or (b) a short sword
  • (a) a burglar's pack or (b) a dungeoneer's pack or (c) explorer's pack
  • Leather armor, two daggers, and Navigator's Tools
  • If you are using starting wealth, you have 4d4x10 gp in funds.

Table: The Scout

Level Proficiency
Bonus
Features Sneak Attack —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Sneak Attack, Natural Explorer 1d6
2nd +2 Cunning Action, Shinsu Contorl 1d6 2
3rd +2 Additional position, Fighting Style 2d6 3
4th +2 Ability Score Improvement, Primeval Awareness 2d6 3
5th +3 Uncanny Dodge 3d6 4 2
6th +3 Position feature 3d6 4 2
7th +3 Evasion, Natural Explorer 4d6 4 3
8th +3 Ability Score Improvement 4d6 4 3
9th +4 Land's Stride 5d6 4 3 2
10th +4 Position feature 5d6 4 3 2
11th +4 Hide in Plain Sight 6d6 4 3 3
12th +4 Ability Score Improvement 6d6 4 3 3
13th +5 7d6 4 3 3 1
14th +5 Position feature 7d6 4 3 3 1
15th +5 Blindsense 8d6 4 3 3 2
16th +5 Ability Score Improvement 8d6 4 3 3 2
17th +6 Elusive 9d6 4 3 3 3 1
18th +6 9d6 4 3 3 3 1
19th +6 Ability Score Improvement 10d6 4 3 3 3 2
20th +6 Stroke of Luck 10d6 4 3 3 3 2

Sneak Attack[edit]

Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 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.

The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.

Natural Explorer[edit]

You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in. While traveling for an hour or more in your favored terrain, you gain the following benefits: Difficult terrain doesn't slow your group's travel. Your group can't become lost except by magical means. Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger. If you are traveling alone, you can move stealthily at a normal pace. When you forage, you find twice as much food as you normally would. While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area. You choose additional favored terrain types at 6th level.

Cunning Action[edit]

Starting at 2nd level, your quick thinking 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.

Shinsu Control[edit]

Spellcasting

By the time you reach 2nd level, you have learned to use the magical essence of shinsu to cast spells.

Spell Slots

The 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. For example, if you know the 1st-level spell animal friendship and have a 1st-level and a 2nd-level spell slot available, you can cast animal friendship using either slot.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the Scout spell list. The Spells Known column of the Scout table shows when you learn more scout spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th 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 scout spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Intelligence is your spellcasting ability for your scout spells, since your magic draws on your attunement to nature. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a scout spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier

Fighting Style[edit]

At 3rd 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.

Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Additional Position[edit]

<!-At 3rd level, you chose a position. Choose between Guide, Tamer, or Fisherman, all are detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.->

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 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.

Primeval Awareness[edit]

Beginning at 4th level, you can use your action and expend one scout spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number.

Uncanny Dodge[edit]

Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

Evasion[edit]

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.

Land's Stride[edit]

Starting at 9th 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. In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.

Hide in Plain Sight[edit]

Starting at 11th level, you can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage. Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.

Blindsense[edit]

Starting at 15th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.

Elusive[edit]

Beginning at 17th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.

Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.

Stroke of Luck[edit]

At 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20. Once you use this feature, you can't use it again until you finish a short or long rest.

Guide[edit]

Red Witch or Silver Dwarf only

<!-For subclasses introduce this class option here->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

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<!-Class Feature->

<!-Class feature game rule information->

Tamer[edit]

<!-Introduce this subclass here->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

Fisherman[edit]

<!-Introduce this subclass here->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

Spell List[edit]

You know all of the spells on the basic spell list and additional spells based on your subclass.

1st Level

<!-1st level spell list->

2nd Level

<!-2nd level spell list->

3rd Level

<!-3rd level spell list->

4th Level

<!-4th level spell list->

5th Level

<!-5th level spell list->

Multiclassing[edit]

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:

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