Remove these ads. Join the Worldbuilders Guild

HB

Scout

This wrapper class is primarily focused on not getting ambushed and being able to identify the weaknesses and such of other boats
hit dice: 1d4
hit points at 1st level: 4 + con mod
hit points at higher levels: 1d4 + con mod or 2 + con mod
armor proficiencies:
weapon proficiencies: Siege + Nautical + Costal
tools: Cartographers + Signalling
saving throws: Wisdom
skills: Perception and Investigation
starting equipment:
spellcasting:
class features:
As a scout you gain the following abilities:
  • Keen Eye: At first level you gain proficiency with the perception skill and if you are already proficient you can double your proficiency bonus for any perception checks and passive perception. You also gain advantage on any perception checks that rely on sight while you are perched. While you are perched any special senses you have such as dark-vision are doubled.
  • Hit the Deck: At second level as a reaction to the shipping being targeted by an attack that you can see you can yell to hit the deck. Doing so allows all sailors who can hear you to expend their reactions to hit the deck. While they are on the deck they are counted as being under full cover and cannot be hit by area damage until the start of the ships next turn.
  • Target Identification: At third level you can immediately roll investigation or perception (your choice) upon seeing a ship against that ship's stealth. On a success you can determine basic things such as a ruff estimation of the crew size, type of ship it is, its speed, armament, AC, ammunition, friend or foe, and condition.
  • Scout's Best Friend: At third level you can cast find familiar as a ritual once per long without material components. The following familiar can only have the form of a creature with a swim or fly speed.
  • Scout's Alert: While you are posted as scout or are on duty you and you're vessel cannot be surprised and gain a +5 bonus to initiative rolls
  • subclass options:
    Observer:
  • Target Acquired: At second level as a boat action you can point your finger at one target you can see. All attacks against that target are made at advantage, this effect last until the start of your boat's next turn. Attacks crit against this target if they roll 5 or more higher against their AC to hit or they get a natural 20.
  • Our Eyes: At second level you can expend one boat action to see through both your eyes and your familiars simultaneously and gain any special senses that your familiar does as well. When you perform this action as a bonus action you can use the search action.
  • Superior Acquisition: At 4th level whenever you use your Target Acquired boat action you can also expend your reaction to allow any person manning a siege or naval weapon who can hear you to expend their reactions to use their boat actions.
  • Bombs Away: At 6th level whenever you use the Target Acquired feature the target triggers opportunity to all siege, naval, and costal weapons within range. Further more whenever you use the Our Eyes feature's search action you automatically succeed on the investigation roll for Target Identification and siege and nautical weapons only need to use 2 boat actions to use Targeted Aim. You can do this a number of times equal to twice your proficiency bonus per long rest.
  •   Defensive:
  • Steadied Aim: At 2nd level whenever your boat preforms the Evasive Maneuvers boat action you can expend your boat action to steady the ships aim avoiding the disadvantage imposed by Evasive Maneuvers.
  • Missed Me: At 2nd level as a reaction to a boat within 600 ft of you missing an attack against your boat you can expend your reaction to allow for your boat to opportunity attack against the vessel that missed.
  • Faster Deck Punching: At 4th level whenever you use the hit the Hit the Deck boat action your boat regains all of its boat reactions. You can do this a number of times equal to your proficiency bonus in this class per long rest.
  • Angled Hull: At 6th level as a reaction to getting hit by an enemy attack that you can see you can allow the helmsmen to expend their reaction to attempt to deflect the attack upwards. The helmsmen must succeed on an aquatics saving throw against the number rolled to hit. On a success the boat tilts back and deflects the shot up harmlessly and on a failure the boat takes half damage. After the jarring tilt regardless of a success or failure every siege weapon but 3 of your choosing have disadvantage on all attack rolls until the start of your next turn. You can use this a number of times equal to half of your proficiency bonus rounded down per long rest.
  •   Assasain:
  • Perched Range: At 2nd level, if you are perched in your scout's nest the range of all of your ranged weapon attacks and spells increases by 400 feet.
  • Important Target: At 2nd level you may select one nautical class as your Important Target. Whenever you hit your Important Target they lose their boat actions and boat reactions until the start of their next turn. They also take an additional 2d6 damage of the initial type dealt.
  • Improved Sight: At 4th level, whenever you sue your Target Identification feature you may also identify all individuals of 2 nautical classes of your choosing.
  • Improved Target: At 6th level you may choose 2 nautical classes as your Important Target. Whenever you hit your important target you may crit on an 18 and deal an additional 2d6 damage on a hit.
  • LevelProficiency BonusAbilities
    1+2Keen Eye + Hit the Deck + Scout's Best Friend
    2+3Subclass ability + maneuver
    3+4Target Identification
    4+5Subclass ability
    5+6Scout's Alert
    6+7Subclass Capstone

    Created by

    I_merely_exist.

    Statblock Type

    Class Features

    Link/Embed