Holocron

Scout

Class · Tech-caster · d10 Hit Die
sourcePHBroleTech-caster
Tweaked from 5eYou already know this as 5e Ranger — It's your Ranger — a Dex martial half-caster who marks a target for free bonus damage (Hunter's Mark by another name) and lives on survival and stealth — just expect short-rest 'tech' casting and Rogue-style bonus-action hide/dash instead of the 5e spell slots.
ScoutScout
PlaystyleScoutSkirmisher

Versatile combatant who blends tech powers with weapons

Rough and grizzled looking, a human stalks alone through the shadows of trees, hunting the quarry he knows is planning a raid on a nearby settlement. Clutching a techblade in each hand, he becomes a whirlwind of steel, cutting down one enemy after another.

After tumbling away from the shrapnel of a missile's explosion, a bothan finds her feet and quick-fires two shots from her carbine at the oncoming tank. Shrugging off the wave of fear that threatens to permeate her entire being, she strafes around her foe, firing shot after shot to try to penetrate the tank's thick armor.

Glancing at his wristpad, a sullustan looks through the eyes of his tracker droid. Transmitting instructions, he sends his droid to distract the houk he's been tracking while he readies his sniper rifle for the shot.

Scouts are the first on the trail and the last to lose it, tracking their quarry for miles unimpeded. They are adaptable, wielding both tech powers and their weaponry to overcome their foes.

Deadly Hunters

Warriors in their own right, scouts specialize in tracking and hunting the monsters that threaten civilization—humanoid raiders, rampaging beasts and monstrosities, terrible Force-wielders, and renegade droids. They learn to track their quarry as a predator does, moving stealthily through any terrain and hiding themselves in brush and rubble. Scouts focus their combat training on techniques that are particularly useful against their specific favored foes.

Scouts acquire the ability to cast tech powers through utilization of a wristpad. Their powers, like their combat abilities, emphasize speed, stealth, and the hunt. A scout's talents and abilities are honed with deadly focus on the grim task of protecting the civilization.

Independent Adventurers

Though a scout might make a living as a bounty hunter, a guide, or a tracker, a scout's true calling is to defend civilization from the ravages of monsters and humanoid hordes that press in. In some places, scouts gather in secretive orders, though many scouts are independent almost to a fault, knowing that, when a rancor or a band of pirates attacks, a scout might be the first—and possibly the last—line of defense. This fierce independence makes scouts well suited to adventuring, since they are accustomed to life far from the comforts of a dry bed and a hot bath. Faced with city-bred adventurers who grouse and whine about the hardships of the wild, scouts respond with some mixture of amusement, frustration, and compassion. But they quickly learn that other adventurers who can carry their own weight in a fight against civilization's foes are worth any extra burden. Coddled city folk might not know how to feed themselves or find fresh water in the wild, but they make up for it in other ways.

Ranger's Quarry

Scout: 1st, 5th, 9th, and 17th level You learn how to effectively read and track your prey. Once on each of your turns, you can choose a creature you can see within 120 feet and mark it as your quarry (no action required). For the next hour, you gain the following benefits:

  • Once per turn, when you hit the target with a weapon attack, you can deal 1d4 additional damage to it of the same type as the weapon's damage. This die changes as you gain scout levels, as shown in the Ranger's Quarry column of the scout table.
  • You have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it while it's on the same planet as you.

You can only have one creature marked in this way at a time. Beginning at 5th level, you can use your reaction to mark a creature when it enters your line of sight, provided it is within range of your Ranger's Quarry.

The duration increases to 8 hours at 9th level and 24 hours at 17th level.

Pathfinder

Scout: 1st level You are skilled at navigating the untamed wilds. You ignore difficult terrain, and when traveling for an hour or more, you gain the following benefits:

  • Difficult terrain doesn't slow your group, provided they can see and hear you.
  • You can't become lost by unenhanced 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.
  • You have advantage on Survival checks.

Techcasting

Scout: 2nd level You have derived powers from schematics with the aid of your wristpad. See chapter 10 for the general rules of techcasting and chapter 12 for the tech powers list.

Tech Powers Known

You learn 4 tech powers of your choice, and you learn more at higher levels, as shown in the Tech Powers Known column of the scout table. You may not learn a tech power of a level higher than your Max Power Level.

Tech Points

You have a number of tech points equal to your scout level, as shown in the Tech Points column of the scout table, + your Intelligence modifier. You use these tech points to cast tech powers. You regain all expended tech points when you finish a short or long rest.

Max Power Level

Many tech powers can be overcharged, consuming

more tech points to create a greater effect. You can overcharge these powers to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the scout table.

You may only cast tech powers at 4th and 5th-level once. You regain the ability to do so after a long rest.

Techcasting Ability

Intelligence is your techcasting ability for your tech powers. You use your Intelligence whenever a power refers to your techcasting ability. Additionally, you use your Intelligence modifier when setting the saving throw DC for a tech power you cast and when making an attack roll with one.


Tech save DC = 8 + your proficiency bonus + your Intelligence modifier


Tech attack modifier = your proficiency bonus + your Intelligence modifier


Techcasting Focus

You use a wristpad (found in chapter 5) as a tech focus for your tech powers.

Fighting Style

Scout: 2nd level You adopt a particular style of fighting as your specialty. Choose one of the fighting style options, detailed in Chapter 6.

Scout Routine

Scout: 3rd level You've developed one routine, as detailed at the end of the class description, and you gain more at higher levels, as shown in the Routines Known column of the scout table. Your routine has a radius of 5 feet, which increases at higher levels, as shown in the Routine Radius column of the scout table.

Scout Technique

Scout: 3rd, 7th, 11th, and 15th level You choose to focus on a specific scout technique, which is detailed at the end of the class description.

Ability Score Improvement

Scout: 4th, 8th, 12th, 16th, and 19th level You can increase one ability score by 2, or you can increase two ability scores by 1. You can't increase an ability score above 20 using this feature.

Extra Attack

Scout: 5th level You can attack twice, instead of once, whenever you take the Attack action on your turn.

Expertise

Scout: 6th and 14th level Choose two of your skill proficiencies, or one of skill proficiencies and one of your tool proficiencies, or two of your tool proficiencies. You gain expertise in those skills or tools.

At 14th level, you can choose another two proficiencies (in skills or tools) to gain this benefit.

Commando

Scout: 10th level You can take the Dash or Hide actions as a bonus action on each of your turns. Additionally, 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 to not 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.

Finally, you can no longer be tracked by unenhanced means, unless you choose to leave a trail.

Combat Tech

Scout: 14th level When you use your action to cast a tech power, you can make one weapon attack as a bonus action.

Supreme Awareness

Scout: 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 also 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 Slayer

Scout: 20th level You become an unparalleled hunter. Your Strength or Dexterity score increases by 2, and your Intelligence score increases by 2. Your maximum for those scores increases by 2.

Additionally, once on each of your turns, you can add your Intelligence modifier to the attack roll or the damage roll of an attack you make.

Scout Routines

The routines are presented in alphabetical order. If multiple scouts grant the same routine, affected creatures can only benefit from it once. You must be conscious to grant the benefit of your routines.

Adaptability Routine

At the start of each of your turns, you can choose an ability score with a saving throw in which you are not proficient. Until the start of your next turn, you add half your proficiency bonus to saving throws you make with the chosen ability. Alternatively,

you can choose to extend this benefit to allies within 5 feet of you.

Maven's Routine

At the start of each of your turns, you can choose to gain resistance to damage from tech powers until the start of your next turn. Alternatively, you can choose to extend this benefit to allies within 5 feet of you.

Mesmer's Routine

At the start of each of your turns, you can choose to have advantage on saving throws against effects that would incapacitate you or put you to sleep until the start of your next turn. Alternatively, you can choose to extend this benefit to allies within 5 feet of you.

Nomad's Routine

At the start of each of your turns, you can choose to gain advantage on Constitution saving throws to avoid exhaustion from unenhanced sources, as well as being naturally adapted to both hot and cold climates. Alternatively, you can choose to extend this benefit to allies within 5 feet of you.

Responder's Routine

When you roll initiative, you can choose to add your proficiency bonus to the initiative check and have advantage on attack rolls against creatures that have not yet acted. Alternatively, you can choose to allow each friendly creature within 5 feet of you to add half your proficiency bonus to the initiative check and have advantage on the first attack roll they make against a creature that has not yet acted.

Sharpshooter's Routine

At the start of each of your turns, you can choose to gain a bonus to the first weapon attack roll you make before the start of your next turn equal to your Intelligence modifier. Alternatively, you can choose to allow each friendly creature within 5 feet of you to add half your Intelligence modifier to the first weapon attack roll they make before the start of your next turn.

Strider's Routine

At the start of each of your turns, you can choose to have each slowed level only reduce your speed by 5 feet, unless it would reduce your speed to 0 until the start of your next turn. Alternatively, you can choose to extend this benefit to allies within 5 feet of you.

Warden's Routine

At the start of each of your turns, you can choose to gain a crawling, climbing, and swimming speed equal to your walking speed until the start of your next turn. Alternatively, you can choose to extend this benefit to allies within 5 feet of you.

Advancement

Level Proficiency Bonus Features Ranger's Quarry Tech Powers Known Tech Points Max Power Level Routines Known Routine Radius
1st +2 Ranger's Quarry, Pathfinder d4
2nd +2 Techcasting, Fighting Style d4 4 2 1st
3rd +2 Scout Routine, Scout Technique d4 5 3 1st 1 5 ft.
4th +2 Ability Score Improvement d4 6 4 1st 1 5 ft.
5th +3 Extra Attack d6 7 5 2nd 1 5 ft.
6th +3 Expertise d6 8 6 2nd 1 5 ft.
7th +3 Technique feature d6 9 7 2nd 2 5 ft.
8th +3 Ability Score Improvement d6 10 8 2nd 2 5 ft.
9th +4 d8 12 9 3rd 2 15 ft.
10th +4 Commando d8 13 10 3rd 2 15 ft.
11th +4 Technique feature d8 14 11 3rd 2 15 ft.
12th +4 Ability Score Improvement d8 15 12 3rd 2 15 ft.
13th +5 d10 16 13 4th 2 15 ft.
14th +5 Expertise, Combat Tech d10 17 14 4th 2 15 ft.
15th +5 Technique feature d10 18 15 4th 3 15 ft.
16th +5 Ability Score Improvement d10 19 16 4th 3 15 ft.
17th +6 d12 20 17 5th 3 30 ft.
18th +6 Supreme Awareness d12 21 18 5th 3 30 ft.
19th +6 Ability Score Improvement d12 22 19 5th 3 30 ft.
20th +6 Foe Slayer d12 23 20 5th 3 30 ft.
Codex
Hit Die
d10
Primary Ability
Dexterity
Saving Throws
Strength, Dexterity
Armor
Light armor, medium armor
Weapons
All blasters, all vibroweapons
This lets you decide
› Choose 3 skills from 9
Animal Handling, Athletics, Insight, Investigation, Perception, Piloting, Stealth, Survival, Technology
› Pick your starting equipment
- *(a)* mesh armor or *(b)* a combat suit, blaster rifle or simple blaster, and two power cells • - *(a)* a vibroweapon and a light physical shield or *(b)* two simple vibroweapons • - *(a)* a hold-out and a power cell or *(b)* two vibrodaggers • - *(a)* a dungeoneer's pack or *(b)* an explorer's pack • - A wristpad
Level by level