PapaQuackers
2016-10-22, 11:23 PM
I'm just doing a quick and dirty attempt at converting the 3.5 Scout from the complete adventurer to 5E for a friend of mine who is a huge fan of the class.
Skirmish:
The Scout is known for his quick movement and swift strikes. Beginning at 3rd level so long as the Scout has moved at least 10ft, and is within 15ft of a target he may apply his sneak attack damage on the first attack made against that target.
Natural Explorer
You are a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:
• You ignore difficult terrain.
• You have advantage on initiative rolls.
• On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.
In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:
• Difficult terrain doesn’t slow your group’s travel.
• Your group can’t become lost except by magical means.
• Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
• If you are traveling alone,you can move stealthily at a normal pace.
• When you forage, you find twice as much food as you normally would.
• While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
Fast Movement and A Light Foot:
Beginning at 9th level the Scout has become more fleet of foot than any of those around him. He gains an additional 15ft of movement and he leaves no footprints or detectable trail when passing through an area. In addition to that, a Scout is treated as though he is always taking the disengage action in respect to opportunity attacks.
Camouflage and Hide In Plain Sight:
Beginning at 13th level the Scout has become a master at blending in with natural surroundings. The scout may attempt to hide even when he is only slightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. On top of that he may attempt to Hide, in circumstances which normally would allow him to do so, even while being directly observed.
Skirmisher's Reflexes:
When you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. You can take turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can't use this feature when surprised.
So what do you guys think of the quick and dirty adaptation?
Skirmish:
The Scout is known for his quick movement and swift strikes. Beginning at 3rd level so long as the Scout has moved at least 10ft, and is within 15ft of a target he may apply his sneak attack damage on the first attack made against that target.
Natural Explorer
You are a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:
• You ignore difficult terrain.
• You have advantage on initiative rolls.
• On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.
In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:
• Difficult terrain doesn’t slow your group’s travel.
• Your group can’t become lost except by magical means.
• Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
• If you are traveling alone,you can move stealthily at a normal pace.
• When you forage, you find twice as much food as you normally would.
• While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
Fast Movement and A Light Foot:
Beginning at 9th level the Scout has become more fleet of foot than any of those around him. He gains an additional 15ft of movement and he leaves no footprints or detectable trail when passing through an area. In addition to that, a Scout is treated as though he is always taking the disengage action in respect to opportunity attacks.
Camouflage and Hide In Plain Sight:
Beginning at 13th level the Scout has become a master at blending in with natural surroundings. The scout may attempt to hide even when he is only slightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. On top of that he may attempt to Hide, in circumstances which normally would allow him to do so, even while being directly observed.
Skirmisher's Reflexes:
When you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. You can take turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can't use this feature when surprised.
So what do you guys think of the quick and dirty adaptation?