Scout
A quick and nimble warrior useful for moving quickly and flanking enemies.
Scout
- Starting Equipment: Combat knife, binoculars, 3 frags, 2 bandages
- Saves: Dexterity, Constitution
- Skills: Choose 3 from Perception, Deception, Survival, Acrobatics, Nature, Persuasion, Stealth
- Hit die: d10
Leveling
(1) Quick Footed: +10 walking speed, Sneak Attack (1d6)
(2) Cunning Action
(3) Skirmisher (Can move half speed as reaction when enemy enters 5ft of you, which doesn't provoke opportunity attacks) and Survivalist (gain prof. + expertise in nature and survival)
(4) Ability Score Improvement
(5) Extra Attack or Uncanny Dodge
(6) Expertise in 2 skills that you have proficiency with or Lands Stride: Can move through difficult terrain without using extra movement. (Not slowed or damaged by foliage, rocks, etc)
(7) Evasion
(8) Ability Score Improvement
(9) Superior Mobility: climbing+swimming no longer costs extra movement.
(10) Ability Score Improvement + Quick Reload: Can reload as a bonus action
(11) Extra Attack or Danger Sense
(12) Ability Score Improvement
(13) Ambush Master: adv. on initiative, first creature you hit in first round of combat becomes weakened, attack rolls against that target have adv. until start of your next turn.
(14) Blindsense: Aware of invisible creatures within 10ft of you
(15) Gain proficiency in Wis saves
(16) Ability Score Improvement
(17) Sudden Strike: If you take attack action you can make an additional attack as bonus action. This attack can use sneak attack even if you used it this turn, but it cant apply to same target twice in a turn.
(18) Elusive: No attack can have advantage against you while you are conscious.
(19) Ability Score Improvement
(20) Stroke of Luck: Once per long rest, if an attack misses you can turn that attack into a hit or can make an ability check a nat 20.
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