The Scout (5e Class)

From D&D Wiki

Jump to: navigation, search

Scout[edit]

Introduction[edit]

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. If you play this class please dm me on reddit, I'd like to hear about your experiences!

-Ducc

u/ThunderDucc

Creating a Scout[edit]

8e8649f9250e9cb2d61bfaf29be18f97.png
The Scout
Quick Build

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

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: Strength, Charisma
Skills: Choose 3 from Athletics, Persuasion, Perception, Stealth, Investigation and Acrobatics

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 javelins
  • (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 Scout Ability, Unarmored Defense -
2nd +2 Unarmored Movement +10ft
3rd +2 Mad Man +10ft
4th +2 Ability Score Improvement +10ft
5th +3 Extra Attack +10ft
6th +3 Sharp Tongue +15ft
7th +3 Raise Morale +15ft
8th +3 Ability Score Improvement +15ft
9th +4 Natural Talent +15ft
10th +4 Lightning Fast +20ft
11th +4 Mad Man Improvement +20ft
12th +4 Ability Score Improvement +20ft
13th +5 Sharp Tongue Improvement +20ft
14th +5 Raise Morale Improvement +25ft
15th +5 Extra Attack (2) +25ft
16th +5 Ability Score Improvement +25ft
17th +6 Mad Man Improvement +25ft
18th +6 Extra Attack (3) +30ft
19th +6 Ability Score Improvement +30ft
20th +6 Instant Reaction +30ft

Scout Ability[edit]

Class features will use a scout modifier, when you reach the 1st level in this class, choose one of the following:

-Your scout modifier is equal to your Strength modifier + your Charisma modifier

-Your scout modifier is equal to your Dexterity modifier + your Charisma modifier

Unarmored Defense[edit]

Starting at 1st level, while you are wearing no armor and not wielding a Shield, your AC equals 10 + your scout modifier. While you are not wearing armor, you can use the dash action as a bonus action.

Unarmored Movement[edit]

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.

Mad Man[edit]

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

This increases to 2d8 at 11th level, and at 17th level, add your scout modifier to the result.

Ability Score Improvement[edit]

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[edit]

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[edit]

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

-The target has disadvantage on ability checks and attack rolls that target you until the end of your next turn.

-The target has disadvantage on ability checks and attack rolls against targets other than you until the end of your next turn.

-The target takes 1d4 physic damage and has disadvantage on the next attack roll it makes before the end of its next turn.

The number of creatures you can target at a time increases to two when you reach 13th level in this class.

Raise Morale[edit]

Starting at 7th level, you can use your reaction to add 1d4 to any attack roll or saving throw that any other creature makes that can hear and understand you. You can do this before or after the roll is done, but before the result of it is announced.

This increases to 2d4 at 14th level.

Natural Talent[edit]

Starting at 9th level, you gain advantage when you make an ability check that you are proficient in.

Lightning Fast[edit]

Starting at 10th level, can use up to three reactions each turn, instead of one

Instant Reaction[edit]

Starting at 20th level, whenever you are hit with a melee weapon attack, you can use your reaction to halve the damage, rounded down, that you would take.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Scout class, you must meet these prerequisites: Charisma 13 and one of Strength 13 or Dexterity 13.

Proficiencies. When you multiclass into the Scout class, you gain the following proficiencies: Persuasion and one of Athletics or Acrobatics.

5.00
(one vote)

Back to Main Page5e HomebrewClasses

Home of user-generated,
homebrew pages!


Advertisements: