Companion Characters (5e Other)/Human Scout
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Human Scout[edit]
Scouts are useful as guides and for reconnaissance, and can talk their way past sentries; but are also agile fighters that make precise strikes.
Class Features
Hit Dice: 1d8 per Human Scout level
Saving Throws: Dexterity
Skills: Survival
A companion character has the following equipment, and is proficient with the same.
- Longbow
- Rapier
- Leather armor (1st to 3rd level); studded leather armor (4th level or higher)
Level | Proficiency Bonus |
Hit Points | Features |
---|---|---|---|
1st | +2 | 10 | Strength 11, Dexterity 16, Constitution 15, Wisdom 14, Intelligence 9, Charisma 13 Melee or Ranged Attack +5; Hit 8 (1d8 + 4) piercing damage Human Traits Piercing Style +1 |
2nd | +2 | 17 | Boondock Step |
3rd | +2 | 24 | Improved Critical |
4th | +2 | 32 | Strength 11, Dexterity 17, Constitution 16, Wisdom 14, Intelligence 9, Charisma 13 Melee or Ranged Attack +5; Hit 8 (1d8 + 4) piercing damage |
5th | +3 | 40 | Extra Attack |
6th | +3 | 48 | Strength 11, Dexterity 17, Constitution 16, Wisdom 15, Intelligence 9, Charisma 14 Melee or Ranged Attack +5; Hit 8 (1d8 + 4) piercing damage |
7th | +3 | 56 | Deception |
8th | +3 | 74 | Strength 11, Dexterity 18, Constitution 17, Wisdom 15, Intelligence 9, Charisma 14 Melee or Ranged Attack +7; Hit 9 (1d8 + 5) piercing damage |
9th | +4 | 72 | Piercing Style +2 |
10th | +4 | 80 | Strength 11, Dexterity 18, Constitution 17, Wisdom 16, Intelligence 9, Charisma 15 Melee or Ranged Attack +7; Hit 10 (1d8 + 6) piercing damage |
11th | +4 | 88 | Extra Attack (2) |
12th | +4 | 97 | Strength 11, Dexterity 19, Constitution 18, Wisdom 16, Intelligence 9, Charisma 15 Melee or Ranged Attack +8; Hit 10 (1d8 + 6) piercing damage |
13th | +5 | 106 | Scout's Slip |
14th | +5 | 115 | Strength 11, Dexterity 19, Constitution 18, Wisdom 17, Intelligence 9, Charisma 16 Melee or Ranged Attack +8; Hit 10 (1d8 + 6) piercing damage |
15th | +5 | 124 | Superior Critical |
16th | +5 | 133 | Strength 11, Dexterity 20, Constitution 19, Wisdom 17, Intelligence 9, Charisma 16 Melee or Ranged Attack +10; Hit 11 (1d8 + 7) piercing damage |
17th | +6 | 142 | Goat's Footing |
18th | +6 | 151 | Piercing Style +3 |
19th | +6 | 161 | Strength 11, Dexterity 20, Constitution 20, Wisdom 17, Intelligence 9, Charisma 16 Melee or Ranged Attack +11; Hit 12 (1d8 + 8) piercing damage |
20th | +6 | 171 | Extra Attack (3) |
Human Traits[edit]
The human scout has a base walking speed of 30 feet.
They can speak, read and write Common and one other language known by a PC.
Piercing Style[edit]
The scout gains a +1 bonus to damage rolls made with piercing weapons. This improves to +2 at 9th level in this class, and to +3 at 18th level in this class.
Boondock Step[edit]
From 2nd level onwards, the scout is not hindered by natural difficult terrain, such as undergrowth, mud, snow or sand.
Improved Critical[edit]
Starting at 3rd level, the scout's weapon attacks score a critical hit on a roll of 19 or 20.
Extra Attack[edit]
Beginning at 5th level, the scout can attack twice, instead of once, when they take the Attack action on their turn.
The number of attack increases to three when they reach 11th level in this class and to four when they reach 20th level in this class.
Deception[edit]
At 7th level, the scout gains proficiency in the Deception skill.
Scout's Slip[edit]
At 13th level, the scout can use a bonus action to take the Disengage action.
Superior Critical[edit]
Starting at 15th level, the scout's weapon attacks score a critical hit on a roll of 18–20.
Goat's Footing[edit]
At 17th level, when the scout makes a Dexterity (Acrobatics) check to keep their footing on precarious natural terrain (such as thin cliff ledges or sheets of ice), they are considered proficient in the Acrobatics skill and adds double their proficiency modifier (instead of their normal proficiency modifier).