Base Class: Fighter
The Eldritch Scout is a highly specialized fighter subclass that blends martial prowess, advanced reconnaissance and nature-attuned magic to survive and thrive on the front lines. While Eldritch Knights look to academic wizards for raw destructive power, Eldritch Scouts draw inspiration from Rangers. They serve as the eyes and ears of military organizations, often operating completely alone or in small, isolated vanguard units. Because they cannot afford the burden of a physical spellbook while navigating harsh terrain, they commit a select few vital spells directly to memory.
The Eldritch Scout focuses their magical study on two specific schools of magic to maximize their utility as solo survivors and front-line combatants:
- Abjuration: These spells act as an invisible layer of armor. They grant the Scout enhanced protection, shield them from elemental hazards, and allow them to survive heavy ambushes until reinforcements arrive.
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Evocation: Unlike traditional fighters who only use evocation for offense, the Eldritch Scout utilizes a broader spectrum of this school. They use it to unleash bursts of area-of-effect damage to clear out surrounding enemies, or to channel vital healing energy to keep themselves and their small forward squad alive.
Eldritch Scout Spell List
- Blade Ward (Abjuration) – Protects against physical attacks on the front lines.
- Guidance (Divination/Special)* – Boosts skill checks for advanced scouting.
- Light (Evocation) – Illuminates dark caverns or signals the party.
- Produce Flame (Evocation) – Provides both a utility light source and a ranged attack option.
- Shocking Grasp (Evocation) – Delivers a lightning touch to escape close-quarters ambushes.
- Absorb Elements (Abjuration) – Absorbs elemental damage and channels it into a melee strike.
- Cure Wounds (Evocation/Ranger) – Channels vital healing energy to keep the vanguard group alive.
- Healing Word (Evocation/Ranger) – A quick, ranged word of healing deployed as a bonus action.
- Shield (Abjuration) – A brief, magical barrier to block incoming strikes.
- Searing Smite (Evocation/Ranger) – Ignites a weapon with fiery energy to deal extra damage.
- Aid (Abjuration) – Bolsters the toughness and health of a small forward squad.
- Flame Blade (Evocation) – Evokes a fiery blade perfect for close-quarters scouting combat.
- Gust of Wind (Evocation) – Clears away hazardous fumes or pushes back charging foes.
- Healing Spirit (Conjuration/Evocation variant)* – Summons a nature spirit to passively heal the group.
- Warding Bond (Abjuration) – Psychically links the Scout to a companion to absorb their damage.
- Beacon of Hope (Abjuration) – Maximizes healing and grants hope to an isolated squad.
- Blinding Smite (Evocation/Ranger) – Imbues a weapon with light that blinds a primary target.
- Counterspell (Abjuration) – Nullifies enemy magic before it can disrupt the scout party.
- Lightning Arrow (Evocation/Ranger) – Transforms a piece of ammunition into a burst of chain lightning.
- Mass Healing Word (Evocation/Ranger) – Instantly heals up to six allies simultaneously in a pinch.
- Aura of Life (Abjuration/Ranger) – Radiates a protective aura that prevents allies from dying.
- Aura of Purity (Abjuration/Ranger) – Shields a small group from disease, poison, and status effects.
- Fire Shield (Evocation) – Wreathes the Scout in flames that damage attackers and grant resistance.
- Staggering Smite (Evocation/Ranger) – A powerful strike that pierces the target's mind and body.
Vanguard Reconnaissance
Vanguard Reconnaissance represents a turning point in your military training, marking your transition from a standard combatant to an elite forward operative. Operatives with this feature are trained to survive alone behind enemy lines, map hostile territory, and gather vital intelligence before the main army arrives.
- Skilled Scout (Expertise Focus): This feature offers excellent versatility. If you need to patch a gap in your scouting toolkit, you can pick up a missing skill. However, if you choose a skill you already possess, it grants Expertise (doubling your proficiency bonus).
- Perception makes you an unmatched lookout, preventing enemy ambushes.
- Stealth ensures you can slip through enemy camps completely undetected.
- Survival allows you to track targets and keep your squad alive in harsh environments.
- Committed Memory (Magical Utility): By unlocking an Eldritch Scout cantrip ahead of schedule, you gain a reliable, resource-free magical tool. Because it doesn't count against your later limit, this essentially grants you an extra cantrip slot for your entire career, expanding your tactical options right from the start of your adventuring tier.
Spellcasting & Tactical Vanguard
- Spellcasting: You use the progression table provided previously. Wisdom is your spellcasting ability modifier, representing your situational awareness and survival instincts.
- Tactical Vanguard: When you use your Action Surge, your movement speed increases by 10 feet until the end of your turn, and your movement does not provoke opportunity attacks for the rest of that turn. This allows you to quickly break through enemy front lines or retreat to cover.
War Magic & Ward Channeling
- War Magic: When you use your action to cast a cantrip, you can make one melee or ranged weapon attack as a bonus action.
- Ward Channeling: When you cast an Abjuration spell of 1st level or higher, you can choose one ally within 30 feet. That ally gains temporary hit points equal to your Fighter level + your Wisdom modifier as your protective magic ripples outward.
Disruption Strike
- When you hit a creature with a weapon attack, that creature has disadvantage on saving throws against the next spell you cast before the end of your next turn.
- Additionally, when you damage a creature with an Evocation spell, the next weapon attack made against that creature by you or an ally before the start of your next turn has advantage.
Vanguard Escapade
- You can cast Misty Step a number of times equal to your Wisdom modifier (minimum of once) without expending a spell slot.
- You regain all expended uses when you finish a long rest. When you reappear from this teleportation, you gain resistance to all damage until the start of your next turn.
Improved War Magic & Apotheosis of the Squad
- Improved War Magic: When you use your action to cast a spell, you can make one weapon attack as a bonus action.
- Apotheosis of the Squad: When you cast an Evocation spell that restores hit points (like Cure Wounds or Mass Healing Word), you can maximize the healing dice for one target of the spell. Once you use this feature, you cannot do so again until you finish a short or long rest.
Weapon Bond
At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.
Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.
You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.
Spellcasting
Eldritch Scout is restricted primarily to Abjuration and Evocation
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