Keen Hearing and Sight. The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Tamer Companion. The beast tamer gains a beast companion that accompanies it on their adventures and is trained to fight alongside the tamer.
The beast obeys the tamers commands as best as it can. It takes its turn on the tamers initiative, though it doesn’t take an action unless the tamer commands it to.
The tamer can use its action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action.
Multiattack. The beast tamer makes two melee attacks or two ranged attacks.
Whip. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Shortbow. Ranged Weapon Attack: +4 to hit, ranged 60/120 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
The beast tamer gains 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The tamer regains spent legendary actions at the start of its turn.
Attack. The beast tamers pet makes one melee attack, with a focus on grapples to keep the target pinned for the Beast Tamer.
Description
Scouts are skilled hunters and trackers who offer their services for a fee. Most hunt wild game, but a few work as bounty hunters, serve as guides, or provide military reconnaissance. This particular breed of the class prefers the assistance of an animal companion, usually a panther, that they have raised since birth for absolute loyalty.
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Posted Aug 13, 2021The above was originally discovered on the CritAcademy podcast (Google Play, iTunes, Soundcloud, YouTube), which is owned and maintained by Justin Handlin and posted here with his permission.