Scout, Variant (5e Subclass)
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Scout[edit]
Fighter Subclass
Any force on the move, whether it’s an army or an adventuring group, needs information about what’s ahead and what’s behind and, more important, time to prepare for battle. A scout can navigate difficult terrain at good speed, and she specializes in seeing her foe before the opponent ever detects her presence. In a dungeon or in the wild, a scout is seen only when she wants to be.
- Bonus Proficiencies
When you choose this archetype at 3rd level, you gain proficiency in three of the following skills of your choice: Acrobatics, Athletics, Investigation, Medicine, Nature, Perception, Stealth, or Survival. You can choose to gain proficiency with thieves’ tools in place of one skill choice.
- Skirmish
When you choose this archetype at 3rd level, you start to rely in mobility to wound your enemies and improve your defenses. Once in each of your turns, if you move at least 10 feet before making an attack against a creature within 30 feet, you add 1d6 to the damage of your next attack. The damage increases in 2d6 at 5th level, 3d6 at 11th level and 4d6 at 17th level.
In addition, while wearing light armor and no shield, you add your proficiency bonus to your AC, initiative rolls and Dexterity saving throws, and your movement speed increases in 10 feet. This bonus additional movement to 20 feet at 11th level and 30 feet at 17th level.
- Trapfinding
Also at 3rd level, you have an uncanny ability to find traps. You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of traps, in Dexterity checks to disarm them and advantage on saving throws made to avoid or resist traps.
You also have resistance against the damage dealt by traps.
- Evasion
Starting at 7th level, you can nimbly dodge out of the way of certain area effects, such as a 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
- Vanish
Starting at 10th 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.
- Uncanny Dodge
Starting at 15th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.
- Unstoppable Skirmisher
When you reach the 18th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 30 feet of you.
In addition, while not wearing armor heavier than light and wielding no shield, you are always under the effects of freedom of movement.
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