Scout

Skilled in ranged combat and survival techniques, Scouts excel at navigating the outdoors and tracking. These warriors adapt to their surroundings, thriving in tough environments. With a keen eye, they follow trails left by prey, becoming formidable opponents who engage from a distance while using the landscape to their advantage.

Scout
Scout Class Features
Scout
1 - Ranged Expert
You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:
  • Attacking at long range doesn't impose disadvantage on your ranged or thrown weapon attack rolls.
  • Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls. However, attacks against enemies within 5 feet of you deal half damage.
  • You can draw a weapon or piece of ammunition as a free action once per turn.
  • You ignore the loading quality of bows with which you are proficient.
6 - Stalker's Flurry
Once per turn, when you miss with an attack, you can make another attack.
11 - Volley
You can use your action to make a ranged or thrown attack against any number of creatures within 10 feet of a point you can see within your weapon's range. You must have ammunition for each target, and you make one attack roll for all targets.
16 - Sudden Strike
If you take the Attack action on your turn, you can make one additional attack as a bonus action. This attack can benefit from your Sneak Attack even if you have already used it this turn, but you can’t use your Sneak Attack against the same target more than once per turn.
Scout Character Creator

Scout Character Creator

Spellcasting List: None

Remaining Points: 27

Starting Equipment

  • Leather Armor
  • Two Daggers or Two Simple Melee Weapons or a Whip
  • Explorer's Pack
  • Shortbow with a Quiver of 25 Arrows
  • 25 gp
Scout Stats

Scout Stats

Hit Points at 1st Level

6 + Constitution modifier

Hit Points

1d6 per level

Hit Points at Higher Levels

1d6 (or 4) + Constitution modifier per level

Primary Ability

Dexterity

Saving Throws

Dexterity, Strength

Skills

Choose three: Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, or Survival

Weapons

Simple weapons, martial ranged weapons

Armor

Light armor

Starting Equipment

Leather armor, two daggers or two simple melee weapons or a whip, an explorer's pack, a shortbow with a quiver of 25 arrows, and 25 gp

Tools

None

Spellcasting List

None

Scout Subclasses

Scout Roll20

Scout Features
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