Scout, Reimagined (5e Subclass)
Scout[edit]
Fighter Subclass
The archetypal scout excels at finding safe passage through dangerous regions. Scouts usually favor light armor and ranged weapons, but they are comfortable using heavier gear when faced with intense fighting
Survivalist[edit]
When you choose this archetype at 3rd level, you gain proficiency in the Stealth plus your choice of one from among Perception, Nature, or Survival. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.
Combat Superiority[edit]
At 3rd level, you gain a set of abilities that are fueled by special dice called superiority dice.
Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a long or short rest. You gain another superiority die at 7th level and one more at 15th level.
Using Superiority Dice. You can expend superiority dice to gain a number of different benefits:
- Survival Superiority. When you make a check that allows you to apply your proficiency in Athletics, Nature, Perception, Stealth, or Survival, you can expend one superiority die to bolster the check. Add half the number rolled on the superiority die (rounding up) to your check. You apply this bonus after making the check but before learning if it was successful.
- Precision Attack. When you make a weapon attack against a creature, you can expend one superiority die to add it to the attack roll. You can use this ability before or after making the attack roll, but before any of the effects of the attack are applied.
- Scout’s Evasion. If you are hit by an attack while wearing light or medium armor, you can expend one superiority die as a reaction, adding the number rolled to your AC. If the attack still hits, you take half damage from it.
Natural Explorer[edit]
At 3rd 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 7th and 15th level.
Superior Mobility[edit]
At 7th level, your walking speed increases by 10 feet and you gain the ability to climb faster than normal; climbing no longer costs you extra movement.
In addition, When fighting a creature that is within 5 feet of you and you have an ally within 5 feet, the creature has disadvantage on attack of opportunities against you.
Improved Combat Superiority[edit]
At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s.
Relentless[edit]
Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die.
In addition, the first creature you hit during the first round of a combat becomes easier for you and others to strike; attack rolls against that target have advantage until the start of your next turn.
Survivor[edit]
Starting at 18th level, On each of your turns you regain hit points equal to 5 + your Constitution Modifier, if you have no more than half of your maximum hit points left.
You do gain this benefit if you have 0 hit points.
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