Base Class: Fighter
The archetypal scout excels at finding safe passage through dangerous regions. Scouts usually favor light armor and ranged weapons, but they are comfortable using heavier gear when faced with intense fighting.
Level 3: Combat Superiority
When you choose this archetype at 3rd level, you gain a set of abilities that are fueled by special dice called superiority dice.
| Fighter Level | Die Size | Number |
|---|---|---|
| 3 | D6 | 4 |
| 5 | D6 | 5 |
| 7 | D8 | 5 |
| 10 | D10 | 5 |
| 15 | D10 | 6 |
| 18 | D12 | 6 |
You regain one of your expended Superiority Dice when you finish a Short Rest, and you regain all of them when you finish a Long Rest.
Precision Attack
When you make a weapon attack against a creature, you can expend one superiority die to add it to the attack roll. You can use this ability before or after making the attack roll, but before any of the effects of the attack are applied.
Scout's Evasion
If you are hit by an attack while wearing light or medium armor, you can expend one superiority die as a reaction, adding the number rolled to your AC. If the attack still hits, you take half damage from it.
Survival Superiority
When you make a check that allows you to apply your proficiency in Athletics, Nature, Perception, Stealth, or Survival, you can expend one superiority die to bolster the check. Add half the number rolled on the superiority die (rounding up) to your check. You apply this bonus after making the check but before learning if it was successful.
Level 3: Bonus Proficiences
When you choose this archetype at 3rd level, you gain proficiency in two skills from the Ranger skill list.
Level 7: Natural Explorer
At 7th level, you are a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:
- You ignore difficult terrain.
- You have Advantage on initiative rolls.
- On your first turn during combat, you have Advantage on attack rolls against creatures that have not yet acted.
In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:
- Difficult terrain doesn’t slow your group’s travel.
- Your group can’t become lost except by magical means.
- Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
- If you are traveling alone, you can move stealthily at a normal pace.
- When you forage, you find twice as much food as you normally would.
- While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
Level 10: Evasion
You can nimbly dodge out of the way of certain dangers. When you’re subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw and only half damage if you fail. You can’t use this feature if you have the Incapacitated condition.
Level 15: Relentless
Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain one superiority die.
Level 18: Ambush Master
You are adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal Initiative and your second turn at your Initiative minus 10.







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