
Quick on their feet and melting into the shadows, a Scout is quiet and observant, in and out before anyone knows they were there. Scouts can be used to gain information on enemies before big battles, as spies for their home countries, or for tribes looking to set up an ambush on the road. Many scouts stay with their teams, but some choose to wander alone, using their stealth to travel across the land and enjoy sights without risking a fight.
- Skill Proficiencies: Stealth and one additional skill from the following: Perception, Investigation, Survival, Insight, or Nature.
- Tool Proficiencies: Disguise kit and one of the following: An instrument, a game set, or artisan's tools. Alternatively, you may choose proficiency with the disguise kit and one additional language.
- Equipment: A disguise kit, a small instrument, game set, or artisan's tools, a dark cloak, common clothes, a compass, a map of the area you are currently in (crude or professional, your choice), a utility belt, and a small pouch with 10 gp.
Pick or roll from this table to determine what kind of setting you are the best at scouting in.
d10 | Terrain Expertise |
---|---|
1 | Mountains |
2 | Forest |
3 | Swamps/Bogs |
4 | Plains |
5 | Roads |
6 | Cities and Settlements |
7 | Desert |
8 | Tundra |
9 | Caves |
10 | Beach/Ocean |
Scouts are experts of navigation, especially in the terrain they most commonly travel, and can use their environment to their advantage. Within their familiar terrain and with DM's discretion, your scout may be able to find food, water, a safe place to sleep, hide, or paths of escape more easily.
Suggested Characteristics
Some scouts are quick and quiet, deadliest within the shadows, but others use their confidence to propel them forward, blending into groups and circles with social ease. Determine what kind of personality your character has, and how that would affect them as a scout.
Scouts are good at navigating, but some scouts truly shine once they find their mark. Yes, they are good at traversing the dangers around them, but when a scout is gathering intel, there is no getting them out of the zone.
While they are observing their surroundings or watching a target, a Scout cannot be surprised as long as they are not unconscious, incapacitated, deafened, or blinded. Checks can also be made to attempt to read lips from far away and ascertain information, though what they can understand is dependent on the DM.

I'll be honest, I expected more tf2 jokes.