Fighter
Base Class: Fighter

Wilderness scouts are fighters especially trained to explore and fight in the wilderness, using the natural environment to their advantage. They are typically forest rangers, military scouts, or couriers that traverse dangerous terrain.

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the druid spell list.

Cantrips

You learn two cantrips of your choice from the druid spell list. You learn an additional druid cantrip of your choice at 10th level.

Spell Slots

The Wilderness Scout Spellcasting table shows how many spell slots you have to cast your druid spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell goodberry and have a 1st-level and a 2nd-level spell slot available, you can cast goodberry using either slot.

Spells Known of 1st-Level and Higher

You know three 1st-level druid spells of your choice.

The Spells Known column of the Wilderness Scout Spellcasting table shows when you learn more druid spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

Whenever you gain a level in this class, you can replace one of the druid spells you know with another spell of your choice from the druid spell list. The new spell must be of a level for which you have spell slots.

Spellcasting Ability

Wisdom is your spellcasting ability for your druid spells, since you learn your spells through your connection with the wilderness. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Wilderness Scout Spellcasting

Fighter Level

Cantrips

Known

Spells

Known

— Spell Slots per Spell Level —

1st

2nd

3rd

4th

3rd

2

3

2

4th

2

4

3

5th

2

4

3

6th

2

4

3

7th

2

5

4

2

8th

2

6

4

2

9th

2

6

4

2

10th

3

7

4

3

11th

3

8

4

3

12th

3

8

4

3

13th

3

9

4

3

2

14th

3

10

4

3

2

15th

3

10

4

3

2

16th

3

11

4

3

3

17th

3

11

4

3

3

18th

3

11

4

3

3

19th

3

12

4

3

3

1

20th

3

13

4

3

3

1

Survival Skills

At 3rd level, you have been trained to survive in harsh environments far from the comforts of civilization. You gain proficiency in one skill of your choice and you gain proficiency in Survival. When you make a check using Survival you add double your proficiency bonus to the result. You also gain a climb speed and a swimming speed equal to your walking speed.

Animal Companion

Beginning at 7th level, you learn find steed and can cast it once without using a spellslot. You can choose any beast with a CR <= 1/2 that you have seen before and that does not have a fly speed when you cast the spell.  When you conjure the creature it gains temporary hit points equal to 3 times your level in this class.

At 15th level, you can choose any beast of CR <= 1 including those with fly speeds.

Longstrider

At 10th level, you are an expert at travelling through challenging environments. Your speed increases by 10 ft, and you are immune to difficult terrain.

Hide in Plain Sight

At 10ft level, you have become an expert in using your terrain to disguise your presence. You can Hide as a bonus action, and you can hide when only lightly obscured.

Natural Healer

At 15th level, you have learned natural cures to almost any ailment. You can use 1 action to remove any condition from a creature that you can touch. In addition, when you use your Second Wind you can also end one condition affecting yourself.

Uncanny Senses

Starting at 18th level, you have an uncanny sense to detect danger and predict the actions of your enemies. You have advantage on initiative checks and cannot be surprised. Enemies have disadvantage on attacks that target you and you have advantage on Dexterity saving throws as long as your movement speed is not 0. 

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