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Outrider • Farseer

About these subclasses

The two subclasses for the Scout, a homebrew class.

Each of the two subclasses has its own unique core way to learn about the world around them, as well as extra mechanics that allow them to aid the party in combat and social situations.

The Outrider takes a more physical, hands-on approach to gathering information, turning any mistake into an opportunity to learn. “Hands-on Learning” allows this subclass to learn core information about anything that harms it. Outside of this, it gains survivality and damage mitigation features for itself and its allies at higher levels, as well as a more proactive feature to catch up with other classes around tier 3.

Meanwhile, the Farseer is more subtle, relying on their own perception and magic to sense danger and seize opportunities to gain advantage. This subclass gathers information more broadly through Danger Sense, allowing it to gain a better picture of the present, past, and future. On top of this, its main progression comes from playing with the advantage die to aid both you and your allies.

Designed for class

Homebrew class
Scout

Outrider

Spellcast Trait: Agility

Play the Outrider if you want to engage with a threat to uncover its flaws.

Foundation

Hardy: Gain an additional Hit Point slot.

Hands-on Learning: When you mark a Hit Point, mark a Stress, or gain a condition, you can spend a Hope to learn about the source of the effect.

  • If the source is a environment feature, you learn of its nature and a way to avoid further harm by disarming or mitigating it.
  • If the source is an adversary, you learn one of its features, and your next action roll against them has advantage.
Specialization

Too Close: When an attack against you fails or you succeed on a reaction roll, you can use your "Hands-on Learning" feature.

Test the Waters: When you succeed on an action roll against a target, you can spend a Hope to see through a weakness it might have, adding a +2 bonus to your next action roll against it.

Mastery

Seen it All: When you or an ally within Close range would mark Hit Points or Stress from an attack or feature you've experienced before, describe how you see through the danger to guard yourself or your ally from it. You can reduce the amount of Hit Points or Stress marked by 1.

Farseer

Spellcast Trait: Instinct

Play the Farseer if you want to uncanny perception and prediction to bend your luck.

Foundation

Deja Vu: You can roll a d8 as your advantage die. This includes advantage die rolled to make a roll with advantage and to Help an Ally.

Improved Danger Sense: The range of your "Danger Sense" feature is extended to Far range. Additionally, when you make a Spellcast Roll to focus on your Danger Sense, the next roll you make that capitalizes on this information or targets a detected creature has advantage.

Specialization

Deja Reve: You can roll a d10 as your advantage die. Additionally, if you would roll with disadvantage, you can mark a Stress to roll without disadvantage.

Predict Danger: You can feel the signs of danger that is no longer present. Make a Spellcast Roll (15). On a success, once per long rest, you can focus your Danger Sense at that location, but at a specific moment in the past within the last week.

Mastery

Deja Vecu: You can roll a d12 as your advantage die. Additionally, if you or an ally within Close range would roll without disadvantage, you can mark a Stress to roll with advantage.

Inevitable Moment: Once per session, you can spend 3 Hope and ask the GM to reveal what moves will be made on their next turn.

At the GM's discretion, if a move that was predicted can no longer happen (such as an enemy attacking if that enemy can no longer attack), the GM loses a Fear.

Printable cards

Foundation / Specialization / Mastery
Bone domain icon Midnight domain icon
Scout

Outrider

Foundation

SPELLCAST TRAIT: Agility

Hardy: Gain an additional Hit Point slot.

Hands-on Learning: When you mark a Hit Point, mark a Stress, or gain a condition, you can spend a Hope to learn about the source of the effect.

  • If the source is a environment feature, you learn of its nature and a way to avoid further harm by disarming or mitigating it.
  • If the source is an adversary, you learn one of its features, and your next action roll against them has advantage.
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Bone domain icon Midnight domain icon
Scout

Outrider

Specialization

Too Close: When an attack against you fails or you succeed on a reaction roll, you can use your "Hands-on Learning" feature.

Test the Waters: When you succeed on an action roll against a target, you can spend a Hope to see through a weakness it might have, adding a +2 bonus to your next action roll against it.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Bone domain icon Midnight domain icon
Scout

Outrider

Mastery

Seen it All: When you or an ally within Close range would mark Hit Points or Stress from an attack or feature you've experienced before, describe how you see through the danger to guard yourself or your ally from it. You can reduce the amount of Hit Points or Stress marked by 1.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Bone domain icon Midnight domain icon
Scout

Farseer

Foundation

SPELLCAST TRAIT: Instinct

Deja Vu: You can roll a d8 as your advantage die. This includes advantage die rolled to make a roll with advantage and to Help an Ally.

Improved Danger Sense: The range of your "Danger Sense" feature is extended to Far range. Additionally, when you make a Spellcast Roll to focus on your Danger Sense, the next roll you make that capitalizes on this information or targets a detected creature has advantage.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Bone domain icon Midnight domain icon
Scout

Farseer

Specialization

Deja Reve: You can roll a d10 as your advantage die. Additionally, if you would roll with disadvantage, you can mark a Stress to roll without disadvantage.

Predict Danger: You can feel the signs of danger that is no longer present. Make a Spellcast Roll (15). On a success, once per long rest, you can focus your Danger Sense at that location, but at a specific moment in the past within the last week.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Bone domain icon Midnight domain icon
Scout

Farseer

Mastery

Deja Vecu: You can roll a d12 as your advantage die. Additionally, if you or an ally within Close range would roll without disadvantage, you can mark a Stress to roll with advantage.

Inevitable Moment: Once per session, you can spend 3 Hope and ask the GM to reveal what moves will be made on their next turn.

At the GM's discretion, if a move that was predicted can no longer happen (such as an enemy attacking if that enemy can no longer attack), the GM loses a Fear.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

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