| Mod | Save | ||
|---|---|---|---|
| STR | 13 | +1 | +1 |
| DEX | 18 | +4 | +7 |
| CON | 13 | +1 | +1 |
| Mod | Save | ||
|---|---|---|---|
| INT | 8 | −1 | −1 |
| WIS | 18 | +4 | +4 |
| CHA | 8 | −1 | −1 |
Fighting Style: Marksmanship. The scout adds a +2 to its attack and damage rolls made with Ranged weapons.
Sharpshooter. The scout gains the following abilities.
Bypass Cover. The scout's ranged attacks ignore Half-Cover and Three-Quarters Cover.
Firing in Melee. Being within 5 feet of an enemy doesn't impose Disadvantage on the scout's attack rolls with Ranged weapons.
Long Shots. Attacking at long ranged doesn't impose Disadvantage on the scout's attack rolls with Ranged weapons.
Undead Fortitude. If damage reduces the scout to 0 Hit Points, it makes a Constitution saving throw (DC 5 plus the damage taken) unless the damage is Radiant or from a Critical Hit. On a successful save, the scout drops to 1 Hit Point instead.
Multiattack. The scout can make two Longbow attacks.
Longbow. Ranged Attack Roll: +9, range 150/600 ft. Hit: 11 (1d8+6) Piercing damage plus 4 (1d6) Necrotic damage.
Hunter's Mark (3/day). The scout casts the hunter's mark spell. When cast in this way, it deals Necrotic damage instead of Force.
Steady Aim. The scout gives itself Advantage on its next attack roll on its current turn. It can only use this feature if it hasn't moved during this turn, and after using it, its Speed becomes 0 until the end of its current turn.
Uncanny Dodge. Trigger: The scout is hit by an attack roll from an attacker it can see. Response: The scout halves the attacks damage against itself (rounded down).
Previous Versions
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4/2/2026 2:34:15 AM
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4/2/2026 2:47:10 AM
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4/2/2026 1:52:12 PM
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