Scouts live within the wilds. They inhabit harsh deserts, lush woodlands, hills and mountains, wetlands, and all other environments. Some make their living as stalkers or hunters, while others serve to protect the land. They are fierce and skilled warriors of nature. They have special knowledge of environments, which makes it easier for them to hunt down and elude foes.
hit dice:
1d10 per scout level
hit points at 1st level:
10 + your Constitution modifier
hit points at higher levels:
1d10 (or 6) + your Constitution modifier per scout level after 1st
armor proficiencies:
light armor
weapon proficiencies:
Finesse weapons, ranged weapons
tools:
Herbalism kit, Thieves' tools
saving throws:
Dexterity, Wisdom
skills:
Choose four: Acrobatics, Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, Survival
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:
-(a) padded or (b) leather armor
-(a) rapier or (b) shortsword
-(a) a dungeoneer’s pack or (b) an explorer’s pack
-(a) longbow or (b) shortbow and a quiver of 20 arrows
spellcasting:
class features:
Skirmish: A scout deals an extra 1d6 points of damage on their first attack made during a round in which they move at least 10 feet away from where they started their turn. This ability cannot be used while mounted. This extra damage increases by 1d6 at 5th, 9th, 13th, and 17th level. Oozes, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. The scout must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Scouts can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 feet.
Cunning Action: 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.
Fighting Style: At 2nd level, you adopt a particular style of fighting as your specialty. You can’t take a Fighting Style option more than once, even if you later get to choose again. Choose one of the following options:
-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.
Fast Movement: Starting at 2nd level, a scout gains a +10 foot enhancement bonus to their base land speed while wearing light armor or no armor. At 11th level, this bonus increases to +20 feet.
Scout Archetype: At 3rd level, you choose an archetype to follow: the Order of the Blade or the Order of the Bow. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.
Vanish: At 5th level, when in light armor or unarmored, you can’t be tracked by nonmagical means, unless you choose to leave a trail. You have advantage on Dexterity (Stealth) checks to hide.
Flawless Stride: Starting at 6th level, a scout can move through any sort of terrain that slows movement (such as undergrowth, rubble, and similar terrain) at normal speed and without taking damage or suffering any other impairment. This ability does not let them move more quickly through terrain that requires a Climb or Swim check to navigate, nor can they move more quickly through terrain or undergrowth that has been magically manipulated to impede motion. A scout loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.
Battle Ready: At 9th level, a scout gains a +2 initiative bonus. This bonus increases to +4 at 17th level. A scout loses this bonus when wearing medium or heavy armor or when carrying a medium or heavy load.
Evasion: Beginning at 10th level, you can nimbly dodge out of the way of certain area effects, such as an ancient 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.
Natural Explorer: 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.
Reliable Talent: By 14th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
Free Movement: At 18th level and higher, a scout 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. A scout loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.
Blindsight: A 20th-level scout gains the blindsight ability out to 30 feet. Their senses become so acute that they can maneuver and fight flawlessly even in total darkness. Invisibility, darkness, and most kinds of concealment are irrelevant, though the scout must have line of effect to a creature or object to discern it.
subclass options:
Order of the Blade
Extra Attack: Beginning at 3rd level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Second Wind: At 7th level, you can use a bonus action to regain hit points equal to 1d10 + your scout level. Once you use this feature, you must finish a short or long rest before you can use it again.
Extra Attack: Beginning at 11th level, you can attack three times, instead of twice, whenever you take the Attack action on your turn.
Scout’s Reflexes: When you reach 15th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can’t use this feature when you are surprised.
Order of the Bow
Ranged Precision: Starting at 3rd level, your weapon attacks made with a longbow or shortbow gain 1d8 precision damage, if the attack is within 40 feet of the target. This extra damage increases by 1d8 at 7th, 11th, and 15th level. Oozes, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to a ranged precision attack.
Close Combat Shot: Also at 3rd level, the scout can now attack with a longbow or shortbow while in a threatened square and not provoke an attack of opportunity.
Greater Weapon Focus: At 7th level, you gain a +1 bonus on all attack rolls you make using a longbow or shortbow. This bonus stacks with other bonuses on attack rolls.
Master Archer: Upon reaching 11th level, you have mastered the longbow and the shortbow. You gain the following benefits:
-Attacking at long range doesn't impose disadvantage on your longbow or shortbow attack rolls.
-Your longbow or shortbow attacks ignore half cover and three-quarters cover.
-Before you make a ranged attack with a longbow or shortbow you can choose to take a -5 penalty to the attack roll. If you do so and the attack hits, it deals +10 damage.
Extended Precision: At 15th level, a scout's senses become so attuned that they may make ranged precision attacks at a range of up to 60 feet.
Level | Proficiency Bonus | Skirmish Attack | Features |
---|
1 | +2 | 1d6 | Skirmish, Cunning Action |
2 | +2 | 1d6 | Fighting Style, Fast Movement |
3 | +2 | 1d6 | Scout Archetype |
4 | +2 | 1d6 | Ability Score Improvement |
5 | +3 | 2d6 | Vanish |
6 | +3 | 2d6 | Flawless Stride |
7 | +3 | 2d6 | Scout Archetype feature |
8 | +3 | 2d6 | Ability Score Improvement |
9 | +4 | 3d6 | Battle Ready |
10 | +4 | 3d6 | Evasion |
11 | +4 | 3d6 | Scout Archetype feature, Fast Movement |
12 | +4 | 3d6 | Ability Score Improvement |
13 | +5 | 4d6 | Natural Explorer |
14 | +5 | 4d6 | Reliable Talent |
15 | +5 | 4d6 | Scout Archetype feature |
16 | +5 | 4d6 | Ability Score Improvement |
17 | +6 | 5d6 | Battle Ready |
18 | +6 | 5d6 | Free Movement |
19 | +6 | 5d6 | Ability Score Improvement |
20 | +6 | 5d6 | Blindsight |