BR:Scout

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Playtest Material

This subclass is incomplete and is being updated for the next revision of the Basic Rules.

Scout image

Scout

Scouts rely on stealth and rapid movement to survey routes and opponents, using skirmish tactics when forced to fight. They are skilled in surviving far from the streets of a city, allowing them to scout ahead of their companions during expeditions. By contrast with barbarians, in combat scouts tend to be cautious and methodical, rather than impulsive. Many Scouts serve as the eyes and ears of war bands. Ambusher, spy, bounty hunter—these are just a few of the roles that Scouts assume as they range the world.

Scout Features
Level Feature
3rd Bonus Proficiencies, Scout’s Evasion, Swiftness, Scout’s Techniques
7th Ambuscade
11th Multiattack
15th Opportunistic Striker

Bonus Proficiencies

3rd-level Scout feature

You gain proficiency in two of the following skills of your choice: Acrobatics, Animal Handling, Athletics, Investigation, Medicine, Nature, Perception, Stealth or Survival. You can choose to gain proficiency with thieves’ tools in place of one skill choice.

Scout’s Evasion

3rd-level Scout feature

If you are hit by an attack while wearing light or medium armor, you can roll a d6 as a reaction, adding the number rolled to your AC. If the attack still hits, you take half damage from it.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a short or a long rest.

Swiftness

3rd-level Scout feature

Your speed increases by 5 feet. This bonus increases as you reach certain levels. Your speed increases by 10 feet by 7th level, 15 feet by 11th level, and 20 feet by 15th level.

Ambuscade

7th-level Scout feature

Scouts strike first and strike hard. When you roll initiative, you gain a special turn that takes place before other creatures can act. On this turn, you can use your action to take either the Attack or Hide action. If more than one creature in an encounter has this feature, they all act first in order of initiative, then the regular initiative order begins.

If you would normally be surprised at the start of an encounter, you are not surprised but you do not gain this extra turn.

Multiattack

11th-level Scout feature

At 11th level, you gain one of the following features of your choice:

Barrage. You can use your action to make a ranged attack against any number of creatures within a 20-foot cone originating from you. You must have ammunition for each target, and make a separate attack roll for each target.

Volley. You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapons range. You must have ammunition for each target, and make a separate attack roll for each target.

Whirlwind. You use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.

Opportunistic Striker

15th-level Scout feature

You learn to string your attacks together to increasingly improve your chances of landing a devastating blow. At the start of each of your turns, each time you hit a target on your turn your chance to score a critical hit against the target increases. Each subsequent attack that hits the target after the first increases your critical score range by one. At the end of your turn, this feature ends and reverts your critical hit range back to normal.

For example, hitting a target on your turn will allow the next attack on that same turn against that same target to score a critical hit on a roll of 19–20. Hitting the same target a second time will increase this critical hit range to 18–20, and so forth.