Scout "old school" (5e Class)
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"Old School" Scout
I saw the "old school" Fighter homebrew and thought to myself: "that's both the simplest and coolest class I've ever seen, I should make some classes like that." The "old school" scout isn't exactly an old school class per se, however it does much the same things as the "old school" fighter which includes simple builds, few big mechanics, and no magic at all (great for low fantasy/low magic campaigns). The idea basically comes down to making this class as simple and refined as the aforementioned fighter variant.
Creating a old school scout
Charisma should be your highest ability score followed by Dexterity
As a Scout you gain the following class features.
- Hit Points
Armor: light armor
Weapons: Simple weapons, Finesse weapons
Saving Throws: Dexterity, Charisma
Skills: Athletics, Persuasion
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Leather armor or (b) chain armor
- (a) Great axe or (b) long sword and shield
- (a) Long bow and 20 arrows or (b) short bow and 20 arrows
- (a) Adventurer's pack or (b) dungeoneer's pack
|2nd||+2||Movement Bonus (+5)|
|3rd||+2||Weapon Attack Bonus (+1)|
|4th||+2||Ability Score Improvement|
|7th||+3||Raise Morale (2)|
|8th||+3||Ability Score Improvement|
|9th||+4||Movement Bonus (+10)|
|12th||+4||Ability Score Improvement|
|13th||+5||Weapon Attack Bonus (+2)|
|14th||+5||Raise Morale (4)|
|16th||+5||Ability Score Improvement|
|18th||+6||Movement Bonus (+15)|
|19th||+6||Ability Score Improvement|
Starting at 1st level, you gain proficiency in Wisdom (Perception). If you are already proficient, you may add your proficiency bonus twice instead of once for those checks instead.
From 2nd level onwards, you gain an additional 5 feet of movement.
This bonus increases to 10 when you reach 9th level in this class, and to 15 when you reach 18th level in this class.
Starting at 3rd level, you can use various materials to create simple, nondamaging traps which impede the movement of enemies which walk on them. Once trapped an enemy must expend an action to free themselves. You can only have up to your charisma modifier traps set at a given time (min. 1). You can have twice as many traps set at 13th level.
Beginning at 5th level, you can attempt to taunt or distract a creature. Roll a Charisma contest against the Wisdom of the creature, it becomes affected by the chosen effect for until the start of your next turn.
Taunted creatures try to attack you.
Distracted creatures give advantage to the next attack made against them.
The number of creatures you can target at a time increases to two when you reach 11th level in this class, and to three when you reach 20th level in this class.
At 6th level and again at 15th and 17th level, you can choose to gain one of the following:
- +5 ft. speed
- proficiency in one skill
- +1 in to either DEX, WIS, or CHR you can't increase an ability score above 20 using this feature.
At 7th level, once per round, you can add your Charisma modifier to up to two d20 rolls of any other creature that can hear you and understand you but only on separate rolls. At 14th level, you can do this four times instead.
From 10th level onwards, you add half your proficiency bonus to any roll which uses your Charisma modifier an additional time.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you 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.
Prerequisites. To qualify for multiclassing into the "old school" scout class, you must meet these prerequisites: 13 DEX and 13 CHR
Proficiencies. When you multiclass into the "old school" scout class, you gain the following proficiencies: simple weapons; light armor