Scout

Scout

Medium humanoid (any species)
Challenge

STR
0
DEX
2
CON
1
INT
0
WIS
1
CHA
0

16
3d8+3
15
Fort
+2
Ref
+2
Will
+0
Defense note leather

Speed 5 m.
Skills Athletics +1 (12), Nimbleness +3 (14), Perception +2 (13), Sleight of hand +3 (14), Stealth +3 (14), Wilderness +2 (13)
Languages any one language (usually Common)

Keen Hearing and Sight. The scout has advantage on Perception checks that rely on hearing or sight.

Maneuvers. The scout uses maneuvers (maneuver save Difficulty 12). It has 2 stamina dice which are d8s, a dice limit of 1, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:

1 stamina die: aim, distant shot, distract, fan of knives, impaling shot, knockback, nimble, positioning strike, rain of arrows, ricochet, shot on the run, slashing blades, spring attack, step of the wind, vault, volley

Actions (3)

Shortsword. Melee Weapon Attack: +3 to hit. Hit: 5 (1d6 + 2) piercing damage.

Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 1 m. or range 3/10 m. Hit: 4 (1d4 + 2) piercing damage.

Shortbow. Ranged Weapon Attack: +3 to hit, range 10/100 m. Hit: 5 (1d6 + 2) piercing damage.

Arctic, Coastal, Desert, Forest, Grassland, Hill, Mountain, Swamp, Underdarksrd

Maneuvers

As an action, make a ranged weapon attack with advantage as you take aim.

On a hit, add one stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a ranged weapon attack at double your weapon’s range and long range.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a weapon attack to distract the creature, giving your allies an opening.

On a hit, add the stamina die to the attack’s damage and make a Deception check opposed by the creature’s passive Insight or it is flat-footed to creatures other than you until the end of its next turn.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action you can make two ranged weapon attacks with a dagger, hatchet, sai, dart, or shuriken against two different targets.

Enhance

You can throw an additional weapon for each additional stamina die expended, but you can only attack each creature once.

As an action, make a ranged weapon attack with a weapon that deals piercing damage to pierce the creature, traveling through to other targets. Each creature in a line with the point of origin including the creature and facing directly away from you must make a Reflex saving throw.

On a failure, a creature takes piercing damage equal to the stamina die.

On a failure, it takes piercing damage equal to the stamina die.

On a critical failure, it takes twice as much damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a weapon attack to knock the creature back.

On a hit, add the stamina die to the attack’s damage and if the creature is your size or smaller, it must succeed on a Reflex saving throw or you push it 4 meters away from you.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage, push the creature an additional meter, and target a creature of a larger size for each additional stamina die expended.

As a reaction, which you use when an enemy moves within 1 meter of you, you can move up to half your speed without provoking opportunity attacks.

As an action, make a weapon attack to knock the creature off balance with your blow.

On a hit, add the stamina die to the attack’s damage and if the creature is your size or smaller, it must succeed on a Reflex saving throw or you move into the creature’s space, and it moves 1 meter in a direction you choose.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage and target a creature of a larger size for each additional stamina die expended.

If the target is Large, you can occupy any space that it left. You cannot use this maneuver if you or the target would end up sharing the same space as another creature or terrain such as a wall.

As an action, you can release a volley of arrows that fall from the sky at a point you can see within 10 meters. Each creature in a cylinder centered on that point must make a Reflex saving throw.

On a failure, it takes damage equal to the stamina die + your maneuver ability.

On a critical failure, it takes twice as much damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a ranged weapon attack to ricochet the attack toward another target.

On a hit, the attack ricochets toward another target, which must be within 5 meters of the first target. The second target must succeed on a Reflex saving throw or it takes damage equal to the stamina die.

The damage type is the same as the weapon used.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can use the Dash action. You can make a ranged weapon attack during this movement.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can use the Dash action. During your Dash, if you move within 1 meter of a creature, you can make a melee weapon attack against that creature. You can only attack one creature you pass.

Enhance

You can attack an additional creature you pass for each additional stamina die expended, but you can only attack each creature once.

As an action, you can use the Dash action. If you move at least 3 meters straight toward a creature, you can make a melee weapon attack against it.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can use the Dash action twice or use the Disengage action and the Dash action. You also have advantage on Athletics checks to jump for the turn.

As a reaction, which you use when a creature misses you with a melee weapon attack, you can maneuver yourself into a more advantageous position. You can move up to half your speed without provoking opportunity attacks and add half the stamina die’s result to the attack’s damage roll on your next attack before the end of your next turn.

Enhance

You can increase the damage for each additional stamina die expended and add the full stamina dice result to the attack’s damage roll.

As an action, you can release a volley of arrows or thrown attacks. Each creature in a cone or line must make a Reflex saving throw.

On a failure, it takes damage equal to the stamina die + your maneuver ability.

On a critical failure, it takes twice as much damage.

Enhance

You can increase the damage for each additional stamina die expended.