Scout Archetypes in Ascent of the Old Ones | World Anvil
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Scout Archetypes

The following archetypes are available for the Scout class.  

Avenger

Pick this archetype if you want revenge against a creature or group that has wronged you, your loved ones, or a faction to which you belong.   3 - Out for Revenge
Choose a creature or group of creatures against which you seek vengeance. The target or targets of your vengeance may be appropriate creatures which already exist in the world, or members of a faction such as a settlement or organization. Such a faction might already exist in the setting, or be of your invention. At your option you can also select a specific type of creature (see below).   Once the targets of your vengeance are defeated or you are cheated from your vengeance (such as when they die before you can reach them), you can select a new target or targets over the course of a short or long rest. Some avengers choose similar creatures to their original targets, utilizing existing knowledge and skills to make sure others don’t suffer as they did. Others turn their ire against new enemies made during their single minded quest for vengeance.   Note that choosing a new target that belongs to a different creature type changes the benefits of your Favored Enemy feature (see below).   • Natural (Beasts/Dragons/Monstrosity/Plants)
• Robotics
• Humanoid (Aliens, Humanoids)
• Undead
• Other (Celestials/Constructs/Elementals/Fey/Fiend/Giant/Ooze) - All of these types are likely not going to be found in this setting as it is devoid of magic. While it is possible that some could make an appearance, they will be rare enough to discourage taking them as a favored enemy.   3 - Favored Enemy
Your quest for vengeance has led you to gain significant experience studying, tracking, hunting, and interacting with a certain type of enemy.   The creature type to which your targets for vengeance belong becomes your favored enemy type. If you chose a faction, you gain these benefits exclusively against all members of that faction, regardless of their creature type. You have advantages when it comes to all creatures of that type:
• You gain a +2 bonus to all damage rolls against creature of your favored enemy type.
• You have advantage on ability checks using Survival to track your favored enemies.
• You have advantage on ability checks using Intimidation against your favored enemies.
• You have advantage on Intelligence ability checks to recall information about your favored enemies that might be useful in your hunt.
• You learn one language of your choice that is spoken by your favored enemies, if they speak one at all.   If you change the target of your vengeance after the hunt for your former targets ends, the benefits you receive from Favored Enemy immediately change to apply to the creature type of your new target or targets.   7 - Hunter's Quarry
You may declare that a creature within 90 feet of you that you can see is your quarry as a bonus action. You gain the following benefits against your quarry:
• You deal an extra 1d6 damage to your quarry the first time you hit it with a weapon attack on each of your turns.
• For the next hour, you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find your quarry.   You can declare a new quarry at any time. If you do these benefits no longer apply to your previous quarry. Once a creature has been your quarry, they can’t be your quarry again until you finish a long rest.   11 - Improved Favored Enemy
By 11th level, your benefits against your favored enemy improve:
• Your damage bonus against your favored enemy increases to +4.
• You have advantage on saving throws against the spells and abilities used by creatures of your favored enemy type or members of your favored enemy’s organization.
• You may also select a new language, which needn’t have anything to do with your favored enemy. You never know who you’ll need to speak to while pursuing them!   15 - Implacable Foe
Your passion for vengeance makes you a potent force able to take control of a battlefield. You gain one of the following features (your choice).   Dogged Pursuit
If your movement or Dash action ends and you’re no more than 10 feet away from a creature of your favored enemy type, you can immediately move into any space adjacent to them (despite your lack of remaining movement). You don’t provoke opportunity attacks during this movement.   Additionally, when you take damage from an opportunity attack you provoke you halve it, as though you were resistant. If you’re already resistant to the attack’s damage type, you take no damage instead.   Corralling Shot
Whenever you make a ranged attack against a creature and fail to hit their AC by 5 or less, you can force them to move 10 feet in any direction. You can use this feature against a single creature only once per turn.   If a target is of your favored enemy type, you can also force their movement on a hit in addition to dealing damage.  

Beast Hunter

Pick this archetype if you want to use your survival skills to hunt the galaxy’s dangerous game, whether for personal sport or the protection of nearby settlements.   3 - Hunter's Prey
You can use any of the following features on your turn. Once you use any hunter’s prey feature, you can’t use one again until your next turn.   Against the Pack
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.   Big Game Hunter
Roll an attack made against a creature that is one or more sizes larger than yourself with advantage.   Blood in the Air
If a creature you hit is already below its hit point maximum, you deal an extra 1d8 damage of the same type as the weapon used.   7 - Defensive Tactics
You gain one of the following features (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 for the rest of the turn.   Steel Will
You have advantage on saving throws against being frightened.   11 - Leading Attack
Once on each of your turns when you miss with an attack, you can make another attack.   15 - Superior Hunter's Defense
You gain one of the following features (your choice).   Evasion
When you’re subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, such as a blast weapon, you instead take no damage if you succeed on the 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 than 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.  

Bounty Hunter

Pick this archetype if you fancy testing yourself against the dregs of human morality in order to bring them in to justice.   3 - Hunter's Quarry
You may declare that a creature within 90 feet of you that you can see is your quarry as a bonus action. You gain the following benefits against your quarry:
• You deal an extra 1d6 damage to your quarry the first time you hit it with a weapon attack on each of your turns.
• For the next hour, you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find your quarry.   You can declare a new quarry at any time. If you do these benefits no longer apply to your previous quarry. Once a creature has been your quarry, they can’t be your quarry again until you finish a long rest.   7 - Manhunter
You have an uncanny knack for forcing your targets out of hiding, then bringing them down. You gain the following benefits:
• When opposing a creature’s Dexterity (Stealth) check to hide, if your Wisdom (Perception) roll is lower than your passive Wisdom (Perception) you use your passive score instead.
• Each time you fail to find a hidden creature with Wisdom (Perception), you gain a +5 bonus to your next check to find that creature. This bonus increases by another +5 every turn you fail to find the creature, but applies only if the it doesn’t move from its position. If the creature moves, the bonus resets to zero.
• When you reduce a hostile creature to 10 or fewer hit points with an attack, you can spend a bonus action to deal 1d12 additional subdual damage. Subdual damage has no type, and is always treated as nonlethal if it reduces the target’s hit points to zero.   11 - Tenacious Pursuit
A creature you’ve marked as your quarry has no escape from you. Even if they take the Disengage action, they still provoke opportunity attacks from you.   Additionally, you can spend a bonus action on your turn to Dash.   15 - Bounty Hunter's Defense
You gain one of the following features (your choice).   Evasion
When you’re subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, such as a blast weapon, you instead take no damage if you succeed on the 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 than 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.  

Guerrilla

Pick this archetype if you want to take advantage of superior speed and wits to overcome stronger foes.   3 - Hit and Run
You survive the dangers of the wastes using guerrilla tactics. Your movement speed increases by 10 feet. Additionally, you can take a bonus action on each of your turns in combat to Disengage.   7 - Swift Reactions
Your finely honed reflexes react swiftly to danger, sometimes before your conscious thoughts have caught up. You gain the following benefits:
• You have advantage on initiative rolls.
• Your passive Perception is considered 5 higher for the purposes of determining whether or not you’re surprised.
• If you‘re surprised at the beginning of combat and aren’t incapacitated, you can still take an action on your first turn as long as it is to Dash, Disengage, or Hide.   11 - Flight and Fight
You seize opportunities to strike even as you withdraw from among the enemy. Once per turn, you can make a melee attack as part of a Disengage action you take.   15 - Shield of Separation
You’re used to fighting with no allies by your side.
Whenever you’re at least 20 feet from your nearest ally, you gain the following benefits:
• Your AC increases by +1.
• You have advantage on Dexterity saving throws against area affects, such as grenades or burst fire.

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