The Scout (5e Class)

Scout

Introduction

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.

Creating a Scout

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: 1d10 per Scout level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Scout level after 1st

Proficiencies

Armor: none
Weapons: simple weapons, martial 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

LevelProficiency
Bonus
FeaturesUnarmored Movement
1st+2Scout Ability, Unarmored Defense-
2nd+2Unarmored Movement+10ft
3rd+2Mad Mann+10ft
4th+2Ability Score Improvement+10ft
5th+3Extra Attack+10ft
6th+3Sharp Tongue+15ft
7th+3Raise Morale+15ft
8th+3Ability Score Improvement+15ft
9th+4Natural Talent+15ft
10th+4Force-A-Nature+20ft
11th+4Instant Reaction+20ft
12th+4Ability Score Improvement+20ft
13th+5Mad Mann Improvement+20ft
14th+5Sharp Tongue Improvement+25ft
15th+5Extra Attack (2)+25ft
16th+5Ability Score Improvement+25ft
17th+6Raise Morale Improvement+25ft
18th+6Extra Attack (3)+30ft
19th+6Ability Score Improvement+30ft
20th+6Big Deal+30ft

Scout Ability

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

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 and disengage actions as a bonus action.

Unarmored Movement

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. Additionally, you gain the following benefits:

- Your jump height and distance are doubled.

- You do not provoke attacks of opportunity.

Mad Mann

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 2d4 temporary hitpoints.

Starting at 13th level, add your scout modifier to the result and to the damage roll.

Ability Score Improvement

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

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

Starting at 6th level, you can use your bonus action on your turn to taunt, harass or distract target a creature that you can see within 30ft of you. That creature must make a wisdom saving throw equal to 8 + your Scout modifier. On a failed save, the target takes 2d4 psychic damage, and half as much on a successful one. On a failed save, if the creature can hear and understand you, 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.

Starting at 14th level, add your scout modifier to the result.

Raise Morale

Starting at 7th level, you can use your reaction to add 1d4 to any attack roll or saving throw that any other willing 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.

Starting at 17th level, add your scout modifier to the result.

Natural Talent

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

Force-A-Nature

Starting at 10th 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.

Instant Reaction

Starting at 11th level, can use up to three reactions each turn, instead of one.

Big Deal

Starting at 20th level, --WIP--

Multiclassing

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.

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