User:Guy/Splat/Classes/Scout

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Scout[edit]

Level  Proficiency 
Bonus
 Features Strike  Improve 
1st +2 Doublespeak, Expertise, Scouted Strike, Scuffle 1d6
2nd +3 Edge, Fast, Improvement 2d6 1
3rd +4 Elusive, Scout Scheme 3d6 2
4th +5 Expertise (2 more), Edgy Escape, Scout Scheme (2nd) 4d6 3
5th +6 Edge Out, Faster, Push Luck 5d6 4

Quick Build[edit]

You can make a scout quickly by following these suggestions.

  1. Make Dexterity your highest ability score. For your second-highest, choose Constitution if you want to focus on combat, Intelligence if you're keen on investigation and tricks, and Charisma if you want to specialize in Persuasion or Deception.
  2. For your tool... and then for your skills...
  3. Leave your subclass and tricks undecided for now.

Hit Points[edit]

Starting hit points: 4d8 (or 18) + quadruple your Constitution modifier.
Hit points on subsequent levels: 2d8 (or 9) + double your Constitution modifier.
Whenever your Constitution modifier increases by 1, your hit points permanently increase by an amount equal to double your proficiency bonus.

Proficiencies[edit]

If your first class level is scout, you gain proficiency in the following.

Arms: Simple weapons, all martial melee weapons with the finesse property, and all martial ranged weapons with the light property
Saving Throws: Dexterity, Charisma
Fortes: Any 3 majors, plus 1 minor. Choose one more major if your Intelligence ever becomes 13, and yet another major if your Intelligence ever becomes 17.

Tricks[edit]

If scout is your initial class, you learn a number of tricks equal to your Intelligence modifier if it is +1 or higher, and learn another trick whenever this modifier permanently increases (above +0). Your casting ability for these tricks is the highest from Intelligence, Wisdom, and Charisma. Your tricks are chosen from the following list. Your subclass may increase the tricks you can choose from. If you prefer, you can decide on your tricks later during downtime.

Name Time Duration Range Comp. Material Summary
Blades of Grass bonus action 1 minute self S For 10 minutes, you can transform any leaf or blade of grass you touch into a magic dagger, dart, scythe, sickle, or spear.
Detect Life action instant 60 feet S Determine if a creature in range that you can see is alive, dead, undead, or deathless.
Detect Magic action instant touch S You determine whether an object or creature you touch is under the effect of magic.
Dictation action permanent touch S, M any writing implement
Fighting Words bonus action 1 minute touch V, M a simple weapon For the duration, attacks with the weapon use your Charisma modifier in place of the wielder's Strength modifier.
Glitter Spray action 1 minute self (15‑foot cone) V, S A cloud of glowing glitter shoots into a 15-foot cone originating from you, covering creatures in that area for the duration.
Ignite action instant touch V, S Your touch ignites an object or creature.
Pepper bonus action instant 60 feet S Any creature in contact with an object or patch of ground you designate is compelled to loudly sneeze.
Spectral Sound action 1 minute 60 feet S Create an imaginary sound originating from a point within 60 feet.

Reactions[edit]

If scout is your initial class, you can make the following reactions:

  • Opportunity Attack. When a creature moves out of your reach, as a reaction you can make one melee attack against that creature. The attack is made right before the creature leaves your reach. You can't make this attack if your attack roll would have disadvantage, or if you couldn't add your proficiency bonus to the attack roll.
  • Rebound. If you are ignited or knocked prone, you can use a reaction to immediately recover from either condition.
  • Acrobat's Landing. When you hit the ground after falling at least 10 feet, you can use a reaction to arrest your fall. Subtract your scout level from the number of dice you roll for falling damage. If this reduces the number of dice to 0, you take no damage and you do not land prone.

Doublespeak[edit]

Scouts tend to be skilled in reading between the lines, or using speech cleverly. You gain one of the following benefits (your choice):

  • Nomad's Code. You are fluent in the Nomad's Code, a secretive set of symbols. The code consists of a few hundred hieroglyphic symbols traditionally used by homeless nomads of the Commons. A symbol is usually etched into a place, ranging anywhere from ruins to a inn, to covertly communicate something about the place generally without the knowledge of its inhabitants, such as "safe to sleep"; "free food"; "Jotun-allies inside"; "inhabited by monsters"; or "provides easy pay." The symbols are usually hidden in spots only those fluent in the code would think to check. Readers of the code are expected to leave appropriate symbols after they visit a place.
  • Perfect Accent. In any language you speak, you can flawlessly imitate accents which are commonly heard in foreign cities. Even creatures who have the imitated accent naturally are unable to determine your false impression with an ability check.
  • Thieves' Cant. You know a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.
  • Sign Language. You can silently communicate in the Common language using gestures made with a free hand. This 'language' is called Sign. Only other creatures who know Sign can communicate fluently with you, but you can quickly teach short and simple messages such as 'rally' or 'this area is safe.'

Expertise[edit]

Select one major forte or two minor fortes. Add your scout level to all ability checks you make using the chosen forte(s).

At 4th level, gain another major forte or another two minor fortes.

Scouted Strike[edit]

You know how to capitalize on any upper hand you get against an enemy. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if (a) you add your Dexterity modifier to the damage roll and (b) either the target is flanked or you have advantage on the attack roll.

If the target has yet to have a turn in this combat, the extra damage added by your scouted strike is maximized.

Starting from 2nd level, your scouted strike deals an extra 1d6 damage for each scout level you have beyond the 1st, as shown in the scout table.

Scuffle[edit]

  • When you make an unarmed strike, you can add your Dexterity or Charisma to the attack roll instead of your Strength. If you do, on a hit you can't choose to damage the target.
  • Add your pro bonus to the first attack roll you make with any improvised weapon.
  • When you Dash, as part of that action you can move through the space of one hostile creature you can see.

Edge[edit]

Optional Rule: Cool Edge
If your narrator invokes this rule, you can gain an edge whenever you "do something cool" in combat. As with inspiration, it's in the purview of the DM. If using this optional rule and using inspiration, during your turn in combat you can expend your inspiration to gain an edge (no action required).

Starting from 2nd level, you can gain an edge in combat. You gain an edge whenever you accomplish any of the following.

  • Your first turn in this combat comes before the turn of any hostile creature that you can see.
  • You deal damage with your scouted strike.
  • A friendly creature makes an attack roll or saving throw with advantage thanks to your Help action. (You gain the edge when they make the roll, not when you use the action.)
  • You disarm a hostile creature.
  • Cover you have makes the difference between an attack hitting you and missing.
  • You damage or knock prone a hostile creature using the environment. This includes using an improvised weapon you took from the environment since this combat started.

You either have an edge or you don't. It doesn't stack.

If you have the edge when your speed is reduced, you lose your edge. When combat ends, you lose your edge.

On Edge[edit]

While you have an edge, you can't be targeted with any attack or effect made as a reaction. Reactions can still occur if they don't target you.

While you have an edge, you can use a bonus action on each of your turns. This bonus action can only be used to Dash, Hide, Help, Search, or Use an Object. If you choose to expend your edge, you can instead use this bonus action to Dodge, shove, or grapple.

Cutting Edge[edit]

You can expend your edge to gain advantage on any attack roll, saving throw, or ability check. You must choose to expend your edge immediately before you roll the d20. If you apply this effect to an ability check, the check must be one relevant to the ongoing combat, such as an Intelligence check to discern a creature's weakness.

Fast[edit]

At 2nd level, your base walking speed increases by 10 feet if you aren't wearing any heavy attire.

When you reach 5th level, it instead increases by 20 feet.

Perceptive[edit]

Starting at 2nd level, add your scout level to your Perception checks and Perception DC.

Scout Improvement[edit]

At 2nd level, and every scout level thereafter, you can gain one of the following benefits (your choice):

  • Increase one of your ability scores by 2, or two of your ability scores by 1 each. This can't increase any ability score above 20.
  • Gain a perk for which you qualify.
  • Gain the 1st-level benefit of a scout subclass you could have chosen at 1st level, but didn't.
  • Become proficient in three more skills of your choice. You can substitute any of these skills with taking another a Doublespeak option, learning an additional language, or gaining proficiency in any tool.

Elusive[edit]

After reaching 3rd level, you can slip away from thunderous explosions and psychic barrages virtually unharmed. When you are subjected to an effect that allows you to make a 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.

Scout Scheme[edit]

At 3rd level, your talents accrue into a new scheme you can use from now on. Choose one scout scheme from the options below. You gain one more scout scheme of your choice when you reach 4th level in this class.

Work In Progress


Edgy Escape[edit]

Starting at 4th level, you have advantage on any ability check or saving throw made to escape or end an ongoing effect on you, such as a grapple or a poison.

While you have an edge, you can use your bonus action to attempt to end an ongoing effect with an ability check or saving throw. If the effect doesn't normally afford checks or saves to end it, you can't use this bonus action.

Push Luck[edit]

At 5th level, you've learned to assure success when the stakes are high. After you make an edged roll during combat, you can push your luck to change the d20 result to be a 20 instead. You can do so after rolling the die, but must do so before the results are narrated.

Alternatively, you can push your luck with any ability check you make outside of combat or downtime if the roll already adds your proficiency bonus.

Once you push your luck, you must finish downtime before you can do so again.

Edge Out[edit]

Starting from 5th level, you can use your edge to dodge otherwise lethal blows. If while you have an edge you would be hit with an attack roll by a creature you can see, you can use your reaction to have the amount of hit points you lose from that attack's damage. If you expend your edge as part of this reaction, you instead force the attack to miss you completely.

Scout Subclasses[edit]

Your subclass portrays an archetype embodied in your clever exploits, granting many additional abilities. During character creation or downtime, you can take on a subclass of your choice from the following options, if you don't already have a scout subclass. Your chosen subclass grants you extra features for every scout level you attain. Click any of the subclass names below for full details.

  • Bomber. You craft and wield potent explosives that augment your cunning edge and spry mobility.

You can't easily change your subclass once chosen, but you can delay choosing immediately to instead decide on one later.

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