Mrbassman
2016-05-22, 11:48 PM
I'm attempting to adapt the Scout from 3.5 Complete Adventurer for a campaign I'm participating in. I've ported Skirmish, the 3.5 Scout's most notable feature, but for the most part otherwise I've shied away from actually copying the 3.5 Scout abilities. I've tried to make the scale of the abilities similar to the most directly comparable classes in 5e, and I've tried to emphasize mobility as the key feature distinguishing the Scout from the other 5e base classes. That said, this is not playtested and very much a work in progress, so any and all feedback is appreciated.
Level
Proficiency Bonus
Skirmish
Features
1st
+2
1d6, 1
Skirmish
2nd
+2
1d6, 1
Cunning Action
3rd
+2
1d6, 1
Scout Archetype
4th
+2
1d6, 1
Ability Score Improvement
5th
+3
2d6, 1
Fast Movement +10
6th
+3
2d6, 1
Land's Stride
7th
+3
2d6, 1
Evasion
8th
+3
2d6, 1
Ability Score Improvement
9th
+4
3d6, 2
Mind Like Water
10th
+4
3d6, 2
Scout Archetype Feature
11th
+4
3d6, 2
Aim For The Horn!
12th
+4
3d6, 2
Ability Score Improvement
13th
+5
4d6, 2
Fast Movement +20
14th
+5
4d6, 2
Scout Archetype Feature
15th
+5
4d6, 2
Battle Fortitude
16th
+5
4d6, 2
Ability Score Improvement
17th
+6
5d6, 3
18th
+6
5d6, 3
Scout Archetype Feature
19th
+6
5d6, 3
Ability Score Improvement
20th
+6
5d6, 3
Burst of Speed
Hit Dice: d8
Proficiencies
Armor: Light Armor
Weapons: Simple and Martial Weapons
Tools: None
Saves: Dex and Int
Skills: Choose 3 of: Athletics, Acrobatics, Deception, Insight, Investigation, Nature, Perception, Stealth
Skirmish
Scouts rely on their mobility to give them an advantage in battle. Beginning at first level, during any round in which a scout has moved at least 10 feet, their weapon attacks deal an additional 1d6 damage. This damage only applies to attacks made during the scout’s turn. The scout loses this ability while wearing medium or heavy armor, or while carrying a shield. The damage increases as shown in the scout table.
In addition, in any round in which a scout moves at least 10 feet, their AC equals your armor AC + 1. At level 9 this becomes your armor AC + 2, and at level 17 your armor AC + 3.
Cunning Action
Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
Scout Archetype
At 3rd level you specialize in either Reconnaissance or Guerrilla operations (i.e. either a pansy French scout or a masculine Spanish scout). This specialization gives you features at 3rd level, then again at 10th, 14th, and 18th levels, all of which are detailed at the end of the class.
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.
Fast Movement
A scout trains their movement so well that they become able to move much faster than otherwise. Starting at 5th level, your speed increases by 10 feet while you are light armor or no armor, and while not wielding a shield. This bonus increases to 20 feet starting at 13th level.
Land’s Stride
A scout becomes adept at travelling through all kinds of terrain. Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. Additionally, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as by the entangle spell.
Evasion
Beginning at 7th level, you can nimbly dodge out of the way of certain area effects. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Mind Like Water
As water in a stream can flow around obstacles in its path, a scout’s mind can flow around magical attempts to control or comprehend it. Beginning at 9th level, you have advantage on saving throws against enchantments which specifically target you.
Aim For The Horn!
A patient scout becomes able to discern an enemy’s weaknesses in ways others cannot. Beginning at 11th level, if you study a single creature for at least 10 minutes, you gain advantage on all attack rolls made against that creature. You lose this advantage if you take a short rest, or if you study a new creature. This only applies to the individual that you study; if you study an owlbear you do not then have advantage on attack rolls against all owlbears.
Battle Fortitude
The stress of battle makes scouts tougher. Beginning at 15th level, you gain proficiency with Constitution saves.
Burst of Speed
The most experienced scouts have a Burst of Speed they can call on during times of need in combat. Once per short rest, you may take an extra turn, during which you cannot attack or cast spells. You must take this turn immediately before or immediately after your regular turn in the initiative order.
Scout Archetypes
Though certain traits, such as high mobility and a mastery of their environment, are universal to all scouts, scouts hone their skills differently depending on the kind of work they find themselves doing most frequently. These are embodied in the scout archetypes.
Reconnaissance
Reconnaissance scouts adapt themselves to be most able to stealthily ascertain the information they need. They focus on getting in, getting out, and staying alive long enough to make their knowledge useful. They prefer avoiding direct confrontation, and will generally try to stay out of melee range when it can be avoided. However, their ability to go unnoticed and learn about their surroundings are practically unsurpassed.
Improved Dodge
Reconnaissance scouts familiarize themselves with the most effective means of defense, and are able to adequately defend themselves while still moving. Starting at 3rd level, you may Dodge as a bonus action once per short rest.
Hide in Plain Sight
Starting at 10th level, you can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.
Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.
Tricks of the Trade
Although scouts are not trained in traditional magic, master reconnaissance scouts learn certain spells to aid them in gathering information. Firstly, you can communicate telepathically with any creature you within 30 feet of you. You don’t need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.
Secondly, as an action you can concentrate on a single handheld object. If you do, you become able to see from the object as if you were standing wherever it is located. This vision ignores darkness and concealment. This vision lasts 10 minutes or until you move 300 feet away from the object, and does not require concentration to maintain. You may use this ability once per short rest.
Blindside
Reconnaissance scouts become skilled in techniques of incapacitation. Starting at 18th level, when you make a successful attack against an enemy unaware of you, that enemy is stunned for one round.
Guerrilla
Guerrilla scouts apply their stealth, knowledge, and prowess towards making their every blow as devastating as possible. They hit fast and hit hard so that a battle will end before their opponent knows it has begun. While they may not always recover the most valuable information, they can usually bring back the most important bodies.
Combat Reflexes
Guerrilla scouts train themselves to expect a battle to begin at any moment, and so are inordinately quick to react. Beginning at 3rd level, once per long rest you may reroll Initiative and keep the higher of the two rolls.
Battle Trance
Guerrilla scouts are so trained in combat that they fight almost by instinct. Beginning at 3rd level, whenever you have Skirmish, you may add the lower of your scout level/2 and your Wisdom modifier to damage.
Hit and Run
Guerrilla scouts use the force of their blows to propel their movement. Beginning at 10th level, upon a successful melee attack you may immediately move up to half your speed. This movement does not provoke attacks of opportunity from the target of your melee attack.
Battle Cry
Guerrilla scouts are not just extraordinarily quick to react, but they have the ability to rally their allies to act with them. Beginning at 14th level, once per long rest you may shout a battle cry, which causes all your allies who have yet to act this round to act at the same initiative as you. They continue acting at this initiative for the remainder of combat.
Momentous Lunge
The most advanced Guerrilla scouts can take even greater advantage of their momentum in a battle. Beginning at 18th level, once per round, upon a successful melee attack you get a second attack.
Level
Proficiency Bonus
Skirmish
Features
1st
+2
1d6, 1
Skirmish
2nd
+2
1d6, 1
Cunning Action
3rd
+2
1d6, 1
Scout Archetype
4th
+2
1d6, 1
Ability Score Improvement
5th
+3
2d6, 1
Fast Movement +10
6th
+3
2d6, 1
Land's Stride
7th
+3
2d6, 1
Evasion
8th
+3
2d6, 1
Ability Score Improvement
9th
+4
3d6, 2
Mind Like Water
10th
+4
3d6, 2
Scout Archetype Feature
11th
+4
3d6, 2
Aim For The Horn!
12th
+4
3d6, 2
Ability Score Improvement
13th
+5
4d6, 2
Fast Movement +20
14th
+5
4d6, 2
Scout Archetype Feature
15th
+5
4d6, 2
Battle Fortitude
16th
+5
4d6, 2
Ability Score Improvement
17th
+6
5d6, 3
18th
+6
5d6, 3
Scout Archetype Feature
19th
+6
5d6, 3
Ability Score Improvement
20th
+6
5d6, 3
Burst of Speed
Hit Dice: d8
Proficiencies
Armor: Light Armor
Weapons: Simple and Martial Weapons
Tools: None
Saves: Dex and Int
Skills: Choose 3 of: Athletics, Acrobatics, Deception, Insight, Investigation, Nature, Perception, Stealth
Skirmish
Scouts rely on their mobility to give them an advantage in battle. Beginning at first level, during any round in which a scout has moved at least 10 feet, their weapon attacks deal an additional 1d6 damage. This damage only applies to attacks made during the scout’s turn. The scout loses this ability while wearing medium or heavy armor, or while carrying a shield. The damage increases as shown in the scout table.
In addition, in any round in which a scout moves at least 10 feet, their AC equals your armor AC + 1. At level 9 this becomes your armor AC + 2, and at level 17 your armor AC + 3.
Cunning Action
Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
Scout Archetype
At 3rd level you specialize in either Reconnaissance or Guerrilla operations (i.e. either a pansy French scout or a masculine Spanish scout). This specialization gives you features at 3rd level, then again at 10th, 14th, and 18th levels, all of which are detailed at the end of the class.
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.
Fast Movement
A scout trains their movement so well that they become able to move much faster than otherwise. Starting at 5th level, your speed increases by 10 feet while you are light armor or no armor, and while not wielding a shield. This bonus increases to 20 feet starting at 13th level.
Land’s Stride
A scout becomes adept at travelling through all kinds of terrain. Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. Additionally, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as by the entangle spell.
Evasion
Beginning at 7th level, you can nimbly dodge out of the way of certain area effects. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Mind Like Water
As water in a stream can flow around obstacles in its path, a scout’s mind can flow around magical attempts to control or comprehend it. Beginning at 9th level, you have advantage on saving throws against enchantments which specifically target you.
Aim For The Horn!
A patient scout becomes able to discern an enemy’s weaknesses in ways others cannot. Beginning at 11th level, if you study a single creature for at least 10 minutes, you gain advantage on all attack rolls made against that creature. You lose this advantage if you take a short rest, or if you study a new creature. This only applies to the individual that you study; if you study an owlbear you do not then have advantage on attack rolls against all owlbears.
Battle Fortitude
The stress of battle makes scouts tougher. Beginning at 15th level, you gain proficiency with Constitution saves.
Burst of Speed
The most experienced scouts have a Burst of Speed they can call on during times of need in combat. Once per short rest, you may take an extra turn, during which you cannot attack or cast spells. You must take this turn immediately before or immediately after your regular turn in the initiative order.
Scout Archetypes
Though certain traits, such as high mobility and a mastery of their environment, are universal to all scouts, scouts hone their skills differently depending on the kind of work they find themselves doing most frequently. These are embodied in the scout archetypes.
Reconnaissance
Reconnaissance scouts adapt themselves to be most able to stealthily ascertain the information they need. They focus on getting in, getting out, and staying alive long enough to make their knowledge useful. They prefer avoiding direct confrontation, and will generally try to stay out of melee range when it can be avoided. However, their ability to go unnoticed and learn about their surroundings are practically unsurpassed.
Improved Dodge
Reconnaissance scouts familiarize themselves with the most effective means of defense, and are able to adequately defend themselves while still moving. Starting at 3rd level, you may Dodge as a bonus action once per short rest.
Hide in Plain Sight
Starting at 10th level, you can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.
Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.
Tricks of the Trade
Although scouts are not trained in traditional magic, master reconnaissance scouts learn certain spells to aid them in gathering information. Firstly, you can communicate telepathically with any creature you within 30 feet of you. You don’t need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.
Secondly, as an action you can concentrate on a single handheld object. If you do, you become able to see from the object as if you were standing wherever it is located. This vision ignores darkness and concealment. This vision lasts 10 minutes or until you move 300 feet away from the object, and does not require concentration to maintain. You may use this ability once per short rest.
Blindside
Reconnaissance scouts become skilled in techniques of incapacitation. Starting at 18th level, when you make a successful attack against an enemy unaware of you, that enemy is stunned for one round.
Guerrilla
Guerrilla scouts apply their stealth, knowledge, and prowess towards making their every blow as devastating as possible. They hit fast and hit hard so that a battle will end before their opponent knows it has begun. While they may not always recover the most valuable information, they can usually bring back the most important bodies.
Combat Reflexes
Guerrilla scouts train themselves to expect a battle to begin at any moment, and so are inordinately quick to react. Beginning at 3rd level, once per long rest you may reroll Initiative and keep the higher of the two rolls.
Battle Trance
Guerrilla scouts are so trained in combat that they fight almost by instinct. Beginning at 3rd level, whenever you have Skirmish, you may add the lower of your scout level/2 and your Wisdom modifier to damage.
Hit and Run
Guerrilla scouts use the force of their blows to propel their movement. Beginning at 10th level, upon a successful melee attack you may immediately move up to half your speed. This movement does not provoke attacks of opportunity from the target of your melee attack.
Battle Cry
Guerrilla scouts are not just extraordinarily quick to react, but they have the ability to rally their allies to act with them. Beginning at 14th level, once per long rest you may shout a battle cry, which causes all your allies who have yet to act this round to act at the same initiative as you. They continue acting at this initiative for the remainder of combat.
Momentous Lunge
The most advanced Guerrilla scouts can take even greater advantage of their momentum in a battle. Beginning at 18th level, once per round, upon a successful melee attack you get a second attack.