The Scout (5e Class)
The 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.
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.
-Ducc
u/ThunderDucc
Creating a Scout
The Scout |
- Quick Build
You can make a Scout quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Charisma. Second, choose the Outlander background. Third, choose the great club and spears.
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: Dexterity, Charisma
Skills: Acrobatics, Persuasion
- 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 spears
- (a) Adventurer's pack or (b) Dungeneer's pack
- If you are using starting wealth, you have 5d4 gp in funds.
Level | Proficiency Bonus | Features | Unarmored Movement |
---|---|---|---|
1st | +2 | Natural Scout, Unarmored Defence | - |
2nd | +2 | Unarmored Movement | +10ft |
3rd | +2 | Mad Man | +10ft |
4th | +2 | Ability Score Improvement, Ability Score Improvement | +10ft |
5th | +3 | Extra Attack | +10ft |
6th | +3 | Sharp Tongue | +15ft |
7th | +3 | Raise Morale | +15ft |
8th | +3 | Ability Score Improvement, Ability Score Improvement | +15ft |
9th | +4 | Unarmored Movement Improvement | +15ft |
10th | +4 | Smooth Talker | +20ft |
11th | +4 | Sharp Tongue Improvement | +20ft |
12th | +4 | Ability Score Improvement, Ability Score Improvement | +20ft |
13th | +5 | Mad Man Improvement | +20ft |
14th | +5 | Raise Morale Improvement | +25ft |
15th | +5 | Extra Attack (2) | +25ft |
16th | +5 | Ability Score Improvement, Ability Score Improvement | +25ft |
17th | +6 | Mad Man Improvement | +25ft |
18th | +6 | Extra Attack (3) | +30ft |
19th | +6 | Ability Score Improvement, Ability Score Improvement | +30ft |
20th | +6 | Never Fail | +30ft |
Natural Scout
Starting at 1st level, you gain proficiency in Perception, Investigation and Athletics. If you already have proficiency for one of these skills, you may choose another skill to gain proficiency in. You can use the dash action as a bonus action
Unarmored Defense
Starting at 1st level, while you are wearing no armor and not wielding a Shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier
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.
At 9th level, you gain the ability to move along vertical surfaces and across liquids on Your Turn without Falling during the move.
Mad Man
Starting at 3rd level, you have advantage on the first melee attack roll you make on your turn. If this attack hits, you gain 1d8 temporary hit points.
This increases to 2d8 at 13th level, and to 3d8 at 17th level
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 to attempt to taunt or distract a creature. Target creature who can hear and understand you must make a wisdom saving throw equal to 8 + your Charisma modifier + your proficiency. If they fail choose one of the following:
-Target creature is frightened until the end of your next turn
-Target creature is charmed until the end of your next turn
-Target creature is knocked prone
The number of creatures you can target at a time increases to two when you reach 11th level in this class.
Raise Morale
Starting at 7th level, you can use your reaction to add 1d6 to any attack roll, saving throw or ability check that any creature makes that can hear and understand you.
Starting at 14th level, you add your charisma modifier and proficiency to this roll.
Smooth Talker
Starting at 10th level, you add half your proficiency bonus to any roll which uses your Charisma modifier an additional time.
Never Fail
Starting at 20th level, Whenever you fail an ability check, attack roll or saving throw you can use your bonus action to re roll it.
Multiclassing
Prerequisites. To qualify for multiclassing into the Scout class, you must meet these prerequisites: Dexterity 13
Proficiencies. When you multiclass into the Scout class, you gain the following proficiencies: Acrobatics, Persuasion
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