Scout in Ancient Greece | World Anvil
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Scout

Scout   Hit Dice: d10 Proficiencies: Armor: Light armor, Shields Weapons: Simple Weapons, Martial Weapons Tools: None Saving Throws: Dexterity, Wisdom Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival.
  1st: Proficiency Bonus: +2 Favored Enemy, Treat Wound, Natural Explorer
2nd: Proficiency Bonus: +2 Fighting Style, Fast Movement
3rd: Proficiency Bonus: +2 Scout Archetype
4th: Proficiency Bonus: +2 Ability Score Improvement, Targeting (d8)
5th: Proficiency Bonus: +3 Scout Archetype Feature
6th: Proficiency Bonus: +3 Greater Favored Enemy, Natural Explorer
7th: Proficiency Bonus: +3 Scout Archetype Feature
8th: Proficiency Bonus: +3 Ability Score Improvement, Fleet of Foot, Targeting (2d8)
9th: Proficiency Bonus: +4 Fast Movement Improvement
10th:Proficiency Bonus:+4 Natural Explorer, Hide in Plain Sight
11th:Proficiency Bonus:+4 Scout Archetype Feature
12th:Proficiency Bonus:+4 Ability Score Improvement, Targeting (3d8)
13th:Proficiency Bonus:+5
14th:Proficiency Bonus:+5 Vanish
15th:Proficiency Bonus:+5 Scout Archetype Feature
16th:Proficiency Bonus:+5 Ability Score Improvement, Targeting (4d8)
17th:Proficiency Bonus:+6 Fast Movement Improvement
18th:Proficiency Bonus:+6 Feral Senses
19th:Proficiency Bonus:+6 Ability Score Improvement
20th:Proficiency Bonus:+6 Targeting (5d8), Foe Slayer

Favored Enemy - Beginning at 1st level, you have significant experience studying, tracking, hunting and even talking to a certain type of enemy commonly encountered in the wilds. Choose one type of favored enemy:   • Beasts • Humanoids (Greeks) • Humanoids (non-Greeks)   You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom(Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. When you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.   Treat Wound - Outside of combat, you can take an action to provide first aid to a wounded target. You can heal each target for a number of hit points equal to double your Scout level + your wisdom bonus. You can only treat each target once between long rests. Also, you can only provide treatment to five targets between long rests. In combat, you can use this ability to automatically stabilize a target, though this takes your use until the next long rest.   Natural Explorer - You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or underground. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in. When traveling for an hour or more in your favored terrain, you gain the following benefits:   • Difficult terrain doesn’t slow your group’s speed. • 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.   You choose additional favored terrain types at 6th and 10th level.     Fast Movement - At 2nd level, your natural speed increases by 10. This increases by 10 again at 9th level, and again at 17th for a total increase of 30 feet. This ability doesn’t function in heavy armor.   Fighting Style - At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.  Archery - You gain a +2 bonus to attack rolls you make with ranged weapons. • Defense - While you wearing armor, you gain a +1 bonus to your AC. • Dueling - When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. • Two-Weapon Fighting - When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. • Close Quarters Shooter - You are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, your do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover on targets within 30 feet of you. Finally, you have a +1 bonus to attack rolls on ranged attacks. • Tunnel Fighter - You excel at defending narrow passages, doorways, and other tight spaces. As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.   Primeval Awareness - Beginning at 3rd level, your mastery of scout lore allows you to establish a powerful link to beasts and to the land around you. You have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short term needs (such as food or safety), and actions you can take (if any) to persuade it not to attack. You cannot use this ability against a creature you have attacked within the past 10 minutes.   Scout Archetype Feature - At 3rd level, you choose one archetype: Hunter or Psiloi. Your choice grants you features at 3rd level, and again at 5th, 7th, 11th, and 15th 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. Alternately, you can take a feat in place of your Ability Score Improvement.   Targeting - A scout learns at enemy’s weak points swiftly. When attacking a creature you’ve attacked multiple turns in a row, you gain a damage bonus on attacks made after the first. For example, the first turn you damage an enemy you deal d8 weapon damage + 3 strength bonus. The next turn you attack the same enemy, and you deal d8 weapon damage + 3 strength bonus + d8 Target bonus. You can only receive this bonus once per round.   Extra Attack - Beginning at 5th level, you may make an extra attack when taking the attack action on your turn.   Greater Favored Enemy - At 6th level, you are ready to hunt even deadlier game. Choose a type of greater favored enemy:   • Aberrations • Dragons • Elementals • Giants • Olympians • Titans   You gain all the benefits against this chosen enemy that you would normally gain against your favored enemy, including an additional language. Your bonus to damage rolls against all your favored enemies increases to +4. Additionally, you have advantage on saving throws against the spells and abilities used by a greater favored enemy.   Fleet of Foot - Starting at 8th level, you can use the Dash action as a bonus action on your turn.   Hide in Plain Sight - Starting at 10th level, you can remain perfectly still for long periods of time to set up ambushes. When you attempt to hide on your turn, you can opt not to move on that turn. If you avoid moving, creatures that attempt to detect you take a -10 penalty to their wisdom(Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden. If you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.   Vanish - Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.   Feral Senses - At 18th level, you gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it. You are aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.   Foe Hunter - At 20th level, you become an unparalleled hunter. Once on each of your turns, you can add your Wisdom modifier to the attack or the damage roll of an attack you make. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.  
Scout Archetypes
Hunter   Hunter’s Prey - At 3rd level, you gain one of the following features of your choice: Colossus Slayer - Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn. Giant Killer - When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided you can see the creature. Horde Breaker - Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.   Extra Attack - Beginning at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn.     Defensive Tactics - At 7th level, you gain one of the following features of your choice:
Escape the Horde - Opportunity attacks against you are made with disadvantage.
Multiattack Defense - When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature this turn.
Steel Will - You have advantage on saving throws against being frightened.
  Multiattack - At 11th level, you gain one of the following features of your choice: 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 weapon range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target. Whirlwind Attack - You can use your action to make melee attacks against any number of creatures within 5 feet of you, with a separate attack roll for each target.   Superior Hunter’s Defense - At 15th level, you gain one of the following features of your choice: Evasion - When you are subjected to an effect, such as a dragon’s fiery breath or a lightning bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail. Stand Against the Tide - When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other that itself) of your choice. Uncanny Dodge - When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.   Psiloi   Armored Stealth - At 3rd level you gain proficiency with shields and medium armors that don’t confer a stealth disadvantage, and keep your Dexterity bonus up to a +4.   Extra Attack - Beginning at 5th level, you can attack twice instead of once when taking the attack action.   Ambush - Starting at 7th level, when your opponent is surprised, gain an additional 2d6 sneak attack damage. This increases to 3d6 at 10th level, 4d6 at 14th level, and 5d6 at 18th level.   Master of Stone and Stealth - At 11th level, increase the base damage of a sling to d6. Also, gain advantage on Dexterity(Stealth) checks against 5 or more enemies.   Combat Medic - At 15th level, gain the Observant feat. In addition, your Treat Wound ability improves. You can now heal a target twice between long rests, and you can heal a maximum of 15 targets between long rests.

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