Scout

Whether you are a Templar Skirmisher, a ranged archer in the Ferelden army, or a Dalish Hunter, you are considered a scout. Usually placed ahead of danger for reconnaissance, you have learnt to traverse the wilderness and have an uncanny knack for spotting danger.

General
Hit Die: d10

Hit Points at 1st level: 10 + your Constitution modifier

Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Ranger level after 1st

Primary Ability: Dexterity & Wisdom

Saving Throw Proficiences: Strength & Dexterity

Armour/Weapon Proficiences: Light & Medium armour, simple and martial weapons.

Favoured Enemy
Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.

Choose a type of favoured enemy based on their faction e.g. Apostates, Templars, Carta, Venatori etc., or their species/type: Rage demons, abominations, dragons etc.. The faction type should not be too all-encompassing, for example, all Circle Mages. You have advantage on Wisdom (Survival) checks to track your favoured 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 that is spoken by your favoured enemies, if they speak one at all. Your backstory should reflect why this enemy if your favoured type, for example, you would need a character with a history of dragon hunting were you to choose that enemy.

You choose one additional Favoured Enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of enemies you have encountered on your adventures.

Natural Explorer
You are particularly familiar with one type of natural environment and are adept at travelling and surviving in such regions. Choose one type of favoured terrain: Arctic, Coastal, Desert, Forest, Grassland, Mountain, Swamp, or The Deep Roads. When you make an Intelligence or Wisdom check related to your favoured terrain, your Proficiency Bonus is doubled if you are using a skill that you're proficient in.

While travelling for an hour or more in your favoured terrain, you gain the following benefits:


 * 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 travelling (such as foraging, navigating, or tracking), you remain alert to danger.
 * If you are travelling 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 favoured terrain types at 6th and 10th level.

Scout Abilities
By the time you reach 2nd Level, you have learned to use special abilities unique to your class and unlock a talent tree related to your class.

Talent save DC = 8 + your Proficiency Bonus + your Wisdom modifier

Talent Attack modifier = your Proficiency Bonus + your Wisdom modifier

View the Scout talent tree here.

Ability Slots
The table above shows how many ability slots you have to use your abilities of 1st level and higher. To perform one of these talents, you must expend a stamina slot of the ability's level or higher. You regain all expended stamina slots when you finish a long rest.

For example, if you know the 1st-level ability Animal Friendship and have a 1st-level and a 2nd-level slot available, you can perform Animal Friendship using either slot.

Abilities Known of 1st level and Higher
You know two 1st-level talents of your choice from the Scout talent tree.

You learn an additional Scout talent of your choice at each odd numbered level thereafter. Each of these talents must be of a level for which you have stamina slots. For instance, when you reach 5th Level in this class, you can learn one new talent of 1st or 2nd Level.

Additionally, when you gain a level in this class, you can choose one of the Scout Talents you know and replace it with another spell from the Scount Talent tree, which also must be of a level for which you have stamina slots

Fighting Style
At 2nd Level, you adopt a particular style of fighting as your speciality. 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.

Defence
While you are wearing armour, you gain a +1 bonus to AC.

Duelling
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.

Scout Archetypes
At 3rd Level, you choose an archetype that you strive to emulate, such as the Hunter. Your choice grants features at 3rd Level, and again at 7th, 11th, and 15th level.

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 that 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.

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 for the rest of the 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’s 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 a melee Attack against any number of creatures within 5 feet of you, with a separate Attack roll for each target.

Superior Hunter’s Defence
At 15th level, you gain one of the following features of your choice.


 * Evasion: When you are subjected to an Effect, such as a red 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 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.

Scout's Companion
At 3rd level, you gain a beast companion that accompanies you on your adventures and is trained to fight alongside you (if you already have one, it gains the ability to join you in combat and follow your commands). Choose a beast that is no larger than Medium in size, with a challenge rating of 1/4 or lower (some available beasts are shown in the table below).

Add you proficiency bonus to the beast's AC, attack rolls, damage rolls, and any saving throws/skills it is proficient in. Its hit point maximum equals the hit point number in its stat block or four times your ranger level: Whichever is highest. Like any creature, it can expend a Hit Die during a short rest to regain HP.

The beast obeys your commands as best it can. It takes its turn on your Initiative turn, but only if you command it to. On your turn, you can verbally command the beast where to move, or to take the Attack, Dash, Disengage, Dodge or Help actions. It does not need to be commanded to use its Reaction, such as making an opportunity attack. When you gain the Extra Attack feature, you can make one weapon attack when you command your companion to attack.

If you are incapacitated or absent, the beast acts on its own the best it knows how, focusing on protecting you and itself. If your companion dies, you may obtain a new one 8 hours after its death.

When travelling through your favoured terrain with only the beast, you can move stealthily at a normal pace.

Exceptional Training
At 7th level, on any of your turns when your beast companion doesn't attack, you can use a bonus action to command the beast to take the Dash, Disengage, Dodge or Help action on its turn.

Bestial Fury
At 11th level, when you command your animal companion to take the Attack action, the beast can make two attacks, or it can take the Multiattack action if it has that action.

Share Talents
Beginning at 15th level, when you use a talent/ability (spell equivalent) targeting yourself, you can also affect your beast companion with the spell if the beast is within 30 feet of you.

Primeval Awareness
Beginning at 3rd Level, you can use your action and expend one stamina slot to focus your awareness on the region around you. For 1 minute per level of the stamina slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favoured terrain): Demons, Mages, Dragons, Undead. This feature doesn't reveal the creatures' location or number.

Extra Attack
Beginning at 5th Level, you can Attack twice, instead of once, whenever you take the Attack action on your turn.

Land's Stride
Starting at 8th level, moving through non-magical Difficult Terrain costs you no extra movement. You can also pass through non-magical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.

Hide in Plain Sight
Starting at 10th level, you can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage. Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking ctions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.

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 non-magical 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 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
At 20th level, you become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favoured enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied..