Scout
About this class
(If you’re somehow here, hi! This is a very WIP class mostly made to try out the webpage. May be rough around the edges for now, but I hope you enjoy it regardless :D)
As a scout, you dive into unfamiliar territory to find and mitigate threats before they can harm anyone.
The title of scout covers many types of explorers with the uncanny ability to notice threats around them before anyone else does. A scout’s power comes from sensing danger early and, through their own skill and magic, mitigating it or capitalizing on it. Scouts may be hired to lead expeditions inside treacherous dungeons, gain insight into uncharted territory, or learn about any exploitable weakness from an opponent. Whatever the case, scouts are sought after when the cost of being wrong is too high.
Character description:
Clothes that are: dirty, layered, muted, practical, tactical, tight, weathered
Attitude like: an alarm, a cartographer, a detective, a guide, a stalker, a treasure hunter
Included subclasses
Domains
Bone
Midnight
Starting stats
Hope feature
Class features
-
No Surprises
You can spend a Hope to Help an Ally within Close range with a reaction roll.
-
Danger Sense
Through your gut or your instincts firing up in some way, you can feel danger when it's close. You can sense the presence of creatures and dangerous hazards within Close range. Dangerous hazards can include traps, treacherous terrain, or any other environment feature that could harm you or your allies.
Additionally, you can momentarily focus on your surroundings. Make a Spellcast Roll (10). On a success, you sense the location of creatures and dangerous hazards detected by your Danger Sense.
This feature can't reveal the identity or nature of what you are detecting, only its presence and position.
Class items
- A measuring tool
- A memory from your homeland
Character questions
Background prompts
- What is one thing you always learn about or take from any new place you visit?
- What kind of danger scares you the most?
- What hazard, ambush, or trap did you not learn about until it was too late? What were the consequences?
Connection prompts
- What is the strangest situation you have found me in?
- In what way did I help you in the past without you noticing?
- What have I seen you do when you thought no one was watching?
Subclass cards
Printable via header menu
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.
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.
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.
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.
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.
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.
Scout
(If you’re somehow here, hi! This is a very WIP class mostly made to try out the webpage. May be rough around the edges for now, but I hope you enjoy it regardless :D)
As a scout, you dive into unfamiliar territory to find and mitigate threats before they can harm anyone.
The title of scout covers many types of explorers with the uncanny ability to notice threats around them before anyone else does. A scout’s power comes from sensing danger early and, through their own skill and magic, mitigating it or capitalizing on it. Scouts may be hired to lead expeditions inside treacherous dungeons, gain insight into uncharted territory, or learn about any exploitable weakness from an opponent. Whatever the case, scouts are sought after when the cost of being wrong is too high.
Character description:
Clothes that are: dirty, layered, muted, practical, tactical, tight, weathered
Attitude like: an alarm, a cartographer, a detective, a guide, a stalker, a treasure hunter
Domains
Bone + Midnight
Starting Evasion
12
Starting Hit Points
6
Class Items
- • A measuring tool
- • A memory from your homeland
Scout’s Hope Feature
Surefooted : Spend 3 Hope to sprint anywhere within Very Far range without making an Agility Roll to get there.
Class Features
No Surprises
You can spend a Hope to Help an Ally within Close range with a reaction roll.
Danger Sense
Through your gut or your instincts firing up in some way, you can feel danger when it's close. You can sense the presence of creatures and dangerous hazards within Close range. Dangerous hazards can include traps, treacherous terrain, or any other environment feature that could harm you or your allies. Additionally, you can momentarily focus on your surroundings. Make a Spellcast Roll (10). On a success, you sense the location of creatures and dangerous hazards detected by your Danger Sense. This feature can't reveal the identity or nature of what you are detecting, only its presence and position.
Scout Subclasses
Choose either the Outrider or Farseer subclass.
Outrider
Play the Outrider if you want to engage with a threat to uncover its flaws.
Spellcast Trait
Agility
Foundation Features
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 Feature
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 Feature
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
Play the Farseer if you want to uncanny perception and prediction to bend your luck.
Spellcast Trait
Instinct
Foundation Features
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 Feature
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 Feature
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.
Background Questions
Answer any of the following, or create your own.
- • What is one thing you always learn about or take from any new place you visit?
- • What kind of danger scares you the most?
- • What hazard, ambush, or trap did you not learn about until it was too late? What were the consequences?
Connections
Ask one of the following, or improvise.
- • What is the strangest situation you have found me in?
- • In what way did I help you in the past without you noticing?
- • What have I seen you do when you thought no one was watching?
Discussion
Be thoughtful and kind.
Remember to be respectful. Comments are moderated and should add to the discussion.