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Table of Contents
The Scout
Scouts are skilled trackers, hunters, and wilderness guides who know how to find their quarry and exploit its weaknesses. Whether hunting outlaws, stalking dangerous creatures, or guiding their companions through the wilderness, Scouts rely on patience, keen senses, and a well-placed shot.
You must have a Dexterity and a wisdom score of 13 or higher in order to multiclass in or out of this class.
The Scout
| Level | Proficiency Bonus | Features |
|---|---|---|
| 1st | +2 | Marked Foe, Natural Explorer |
| 2nd | +2 | |
| 3rd | +2 | Scouting Technique |
| 4th | +2 | Ability Score Improvement |
| 5th | +3 | |
| 6th | +3 | |
| 7th | +3 | |
| 8th | +3 | Ability Score Improvement, Fleet Footin' |
| 9th | +4 | |
| 10th | +4 | Hide in Plain Sight |
| 11th | +4 | |
| 12th | +4 | Ability Score Improvement |
| 13th | +5 | |
| 14th | +5 | Vanish |
| 15th | +5 | |
| 16th | +5 | Ability Score Improvement |
| 17th | +6 | |
| 18th | +6 | |
| 19th | +6 | Ability Score Improvement |
| 20th | +6 | Foe Slayer |
Class Features
As a Scout, you gain the following class features.
Hit Points
- Hit Dice: 1d10 per GScout 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
Proficiencies
- Weapons: Simple weapons, Pistols, Rifles
- Tools: None
- Saving Throws: Strength, Dexterity
- Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- A ranged weapon (worth $3 or less), and 1lb of ammo
- Backpack & Bedroll
- 3 Days of rations
Marked Foe
This 1st-level feature replaces the Favored Enemy feature and works with the Foe Slayer feature. You gain no benefit from the replaced feature and don't qualify for anything in the game that requires it.
When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell).
The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you increase that damage by 1d4.
You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
This feature's extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level.
Natural Explorer
Also at 1st level, 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 and 10th level.
Scouting Technique
At 3rd level, you choose to your preferred technique when it comes to your scouting. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.
- Bounty Hunter
- Big Game Hunter
- Sniper
Ability Score Improvement
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.
Follow-Up Shot
Once on each of your turns when you hit your Marked Foe with a ranged weapon attack, you can make one additional ranged weapon attack against another creature within range.
Fleet Footin'
Starting at 8th 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 as those created by the Entangle spell.
Hide in Plain Sight
Starting at 10th level, you can camouflage for yourself to avoid being attacked or spotted instead of taking your movement that round. Once camouflaged you gain a +10 bonus to Dexterity (Stealth) checks, and can maintain your camouflage while moving at half your normal speed.
Vanish
Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.
Foe Slayer
At 20th level, you become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.
