The Scout (5e Class)

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The Scout

Introduction

This is based on the TF2 scout, and loosely based on this class as well https://www.dandwiki.com/wiki/Scout_%22old_school%22_(5e_Class)

This class is meant to be a simple yet fun class to play as a supporting party member. I took a lot of inspiration from the monk and fighter classes, and added a couple features inspired by the Team Fortress 2 Scout.

Run into battle like the mad man you are, antagonize your enemies, and support your allies. Have fun

If you have any suggestions or complaints, let me know.

-Ducc

u/ThunderDucc

Creating a Scout

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The Scout
Quick Build

You can make a Scout quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Charisma. Second, choose the Outlander background. Third, choose the great club and spears.

Class Features

As a Scout you gain the following class features.

Hit Points

Hit Dice: 1d6 per Scout level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Scout level after 1st

Proficiencies

Armor: none
Weapons: simple weapons
Tools: none
Saving Throws: Dexterity, Charisma
Skills: Acrobatics, Persuasion

Equipment

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

  • (a) A great club or (b) Two light clubs
  • (a) A short bow and 20 arrows or (b) Four spears
  • (a) Adventurer's pack or (b) Dungeneer's pack
  • If you are using starting wealth, you have 5d4 gp in funds.

Table: The Scout

Level Proficiency
Bonus
Features Unarmored Movement
1st +2 Natural Scout, Unarmored Defence -
2nd +2 Unarmored Movement +10ft
3rd +2 Mad Man +10ft
4th +2 Ability Score Improvement, Ability Score Improvement +10ft
5th +3 Extra Attack +10ft
6th +3 Sharp Tongue +15ft
7th +3 Raise Morale +15ft
8th +3 Ability Score Improvement, Ability Score Improvement +15ft
9th +4 Unarmored Movement Improvement +15ft
10th +4 Smooth Talker +20ft
11th +4 Sharp Tongue Improvement +20ft
12th +4 Ability Score Improvement, Ability Score Improvement +20ft
13th +5 Mad Man Improvement +20ft
14th +5 Raise Morale Improvement +25ft
15th +5 Extra Attack (2) +25ft
16th +5 Ability Score Improvement, Ability Score Improvement +25ft
17th +6 Mad Man Improvement +25ft
18th +6 Extra Attack (3) +30ft
19th +6 Ability Score Improvement, Ability Score Improvement +30ft
20th +6 Never Fail +30ft

Natural Scout

Starting at 1st level, you gain proficiency in Perception, Investigation and Athletics. If you already have proficiency for one of these skills, you may choose another skill to gain proficiency in. You can use the dash action as a bonus action

Unarmored Defense

Starting at 1st level, while you are wearing no armor and not wielding a Shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier

Unarmored Movement

Starting at 2nd Level, your speed increases by 10 feet while you are not wearing armor or wielding a Shield. This bonus increases when you reach certain scout levels, as shown in the scout table.

At 9th level, you gain the ability to move along vertical surfaces and across liquids on Your Turn without Falling during the move.

Mad Man

Starting at 3rd level, you have advantage on the first melee attack roll you make on your turn. If this attack hits, you gain 1d8 temporary hit points.

This increases to 2d8 at 13th level, and to 3d8 at 17th level

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.

Extra Attack

Starting at 5th Level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.

The number of attacks increases to three when you reach 15th level in this class and to four when you reach 18th level in this class.

Sharp Tongue

Starting at 6th level, you can use your bonus action to attempt to taunt or distract a creature. Target creature who can hear and understand you must make a wisdom saving throw equal to 8 + your Charisma modifier + your proficiency. If they fail choose one of the following:

-Target creature is frightened until the end of your next turn

-Target creature is charmed until the end of your next turn

-Target creature is knocked prone

The number of creatures you can target at a time increases to two when you reach 11th level in this class.

Raise Morale

Starting at 7th level, you can use your reaction to add 1d6 to any attack roll, saving throw or ability check that any creature makes that can hear and understand you.

Starting at 14th level, you add your charisma modifier and proficiency to this roll.

Smooth Talker

Starting at 10th level, you add half your proficiency bonus to any roll which uses your Charisma modifier an additional time.

Never Fail

Starting at 20th level, Whenever you fail an ability check, attack roll or saving throw you can use your bonus action to re roll it.

Multiclassing

Prerequisites. To qualify for multiclassing into the Scout class, you must meet these prerequisites: Dexterity 13

Proficiencies. When you multiclass into the Scout class, you gain the following proficiencies: Acrobatics, Persuasion

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