|Level||Proficiency Bonus||Features||Technology Carrying Capacity||Technology Charges||Max Complexity Level|
|1st||+2||Favored Enemy, Natural Explorer||-||-||-|
|2nd||+2||Fighting Style, Tech-weaving||4||-||Low|
|3rd||+2||Specialization, Natural Awareness||5||3||1|
|4th||+2||Ability Score Improvement||6||5||1|
|5th||+3||Master Explorer, Specialization Feature||7||6||1|
|6th||+3||Greater Favored Enemy||8||7||1|
|8th||+3||Ability Score Improvement, Fleet of Foot||10||9||2|
|10th||+4||Natural Explorer Improvement, Hide in Plain Sight||11||10||2|
|12th||+4||Ability Score Improvement||12||11||2|
|14th||+4||Greater Favored Enemy Improvement, Vanish||13||12||3|
|16th||+5||Ability Score Improvement||14||13||3|
|19th||+6||Ability Score Improvement||16||15||4|
As a Scout, you gain the following class features
Hit Dice: 1d8 per combat level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 + your Constitution modifier per level after 1st
Armor: Medium armor
Weapons: Simple weapons, martial weapons
Saving Throws: Strength, Dexterity
Skills: Choose three from Creature Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival
You start with the following equipment, in addition to the equipment granted by your background:
- one rifle
- (a) two shortswords or (b) two simple melee weapons
- one set of weave armor
Beginning at 1st level, you have significant experience studying, tracking, and even talking to a certain type of enemy.
Choose a type of favored enemy: droids, beasts, constructs, force-sensitives, monstrosities, or plants. Additionally, select two races of humanoid (such as Twi'lek and Human) as favored enemies.
You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.
You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of enemies you have encountered on your adventures.
Also at 1st level, you are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions.
Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or cities. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.
While traveling for an hour or more in your favored terrain, you gain the following benefits:
- Difficult terrain doesn’t slow your group’s travel.
- Your group can’t become lost except by force related 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 units, you also learn their exact number, their sizes, and how long ago they passed through the area.
You choose additional favored terrain types at 6th and 10th level.
Starting at 2nd level, you learn to utilize technology while in combat.
At 1st level, you have access to two low-charge technology abilities of your choice from the technology ability list. You obtain additional low-charge technology of your choice at higher levels, as determined by the technology carrying capacity column.
The Scout table shows a max charge level that dictates the highest charge level ability you may learn. To weave one of these charged technologies, you must expend a charge of the technologies charge level or higher. You regain all expended technology charges when you finish a long rest.
For example, if you know the 1st level technology ability Acid Spray and have two charges available, you can cast Acid Spray at either a +1 or +2 charge level.
Technology Charge Levels
Upon reaching level 3, you may know three 1st-level technology abilities of your choice from the technology ability list.
The Technology Charges column of the Scout table shows when you learn more technology abilities of your choice. Each of these technology abilities must be of a level for which you have charges. For instance, when you reach 5th level in this class, you can learn one new technology of low, 1st, or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the technologies you know and replace it with another technology from the technology ability list, which also must be of a level for which you have charges.
Wisdom is the tech-weaving ability for your technologies. You use your Wisdom whenever a technology ability refers to your tech-weaving ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a technology ability you weave and when making an attack roll with one.
Tech save DC = 8 + your proficiency bonus + your Wisdom modifier
Tech attack modifier = your proficiency bonus + your Wisdom modifier
Also at the 2nd level, adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
You gain a +2 bonus to attack rolls you make with ranged weapons.
While you are wearing armor, you gain a +1 bonus to defensive rating.
When you attack with one-handed weapons, you can add your ability modifier to the damage of the second attack.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a weapon that you are wielding with two hands, you can re-roll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed property for you to gain this benefit.
As a reaction you can make an unarmed melee attack roll against a single target that attacks you.
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Beginning at 3rd level, your mastery of nature allows you to establish a powerful link to creatures and to the land around you.
You have an innate ability to communicate with creatures, and they recognize you as a non-threat. Through sounds and gestures, you can communicate simple ideas to a creature as an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by technology of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.
You cannot use this ability against a creature that you have attacked within the past 10 minutes.
Additionally, you can use your action to survey the region around you. For 1 minute (an additional minutes based on your scout level), you can sense whether the following types of units are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): droids, beasts, constructs, force-sensitives, monstrosities, and plants. This feature doesn’t reveal the creatures’ location or number.
Also at 3rd level, you have developed a preferred means to combat your enemies. Select either Creature Handler or Hunter, which are both detailed at the end of the class description.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can chose proficiency with 1 feat.
Beginning at 5th 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 enemies that have not yet acted.
Greater Favored Enemy
At 6th level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy. Choose an additional type of favored enemy: droids, beasts, constructs, force-sensitives, monstrosities, or plants. Alternatively, you can select two races of humanoid (such as Humans and Twi'leks) as favored enemies. You gain all the benefits against this chosen enemy that you normally gain against your favored enemy, including an additional language. Additionally, you gain a +2 bonus to damage rolls made against your favored enemies.
Lastly, you have advantage on saving throws against the attacks and abilities used by a favored enemy.
Fleet of Foot
Beginning at 8th level, you can use the Dash action as a bonus action on your turn.
Hide in Plain Sight
Starting at 10th level, you can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.
Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.
Greater Favored Enemy
At 14th level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy. Choose an additional type of favored enemy: droids, beasts, constructs, force-sensitives, monstrosities, or plants. Alternatively, you can select two races of humanoid (such as Humans and Twi'leks) as favored enemies. You gain all the benefits against this chosen enemy that you normally gain against your favored enemy, including an additional language. Your bonus to damage rolls against all your favored enemies increases to +4.
Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by non-force means, unless you choose to leave a trail.
At 18th level, you gain preternatural senses that help you fight enemies you can't see. When you attack an enemy you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.
You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.
At 20th level, you become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.
Beginning when you chose this specialization at 3rd level, a selected creature serves you as a mount, both in Combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. Only creatures of the same size or higher may be ridden. Creatures used as mounts share an initiative score with you and do not count towards the amount of creatures you can control in combat. Additionally, mounted creatures benefit from Natural Explorer
Also at 3rd level, while you are mounted and aren’t incapacitated, you gain the following benefits:
- You add your proficiency bonus to your Defense Rating.
- You can force an attack targeted at your mount to target you instead.
- You have advantage on saving throws made to avoid falling off your mount.
- Your movement speed is that of the creature you are mounting.
- If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Lastly at 3rd level, you gain the ability to tame both domesticated and non-domesticated creatures. Creatures may only be tamed outside of combat. Incapacitated creatures are unable to be tamed until they regain consciousness. When attempting to tame a creature you must make a Creature Handling check. The DM decides if the your roll is successful. Failure results in the creature being un-tamable for the next 24 hours. On a successful tame the creature will obey commands that you are able to train.
Your creature companion gains a variety of benefits while it is linked to you:
- The creature companion loses its Multiattack action, if it has one.
- The companion obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own.
- When using your Natural Explorer feature, you and your creature companion can both move stealthily at a normal pace.
- Your creature companion has abilities and game statistics determined in part by your level. Your companion uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, an creature companion also adds its proficiency bonus to its DR and to its damage rolls.
- Your creature companion gains proficiency in two skills of your choice. It also becomes proficient with all saving throws.
- For each level you gain after 3rd, your creature companion gains an additional hit die and increases its hit points accordingly.
- Whenever you gain the Ability Score Improvement class feature, your companion’s abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can’t increase an ability score above 20 using this feature unless its description specifies otherwise.
- Your creature companion gains the benefits of your Favored Enemy feature, and of your Greater Favored Enemy feature when you gain that feature at 6th level. It uses the favored enemies you selected for those features.
Beginning at 5th level, you and your animal companion form a more potent fighting team. When you use the Attack action on your turn, if your companion can see you, it can use its reaction to make a melee attack.
At 7th level, while your companion can see you, it has advantage on all saving throws.
Starting at 11th level, your companion can use its action to make a melee attack against each creature of its choice within 5 feet of it, with a separate attack roll for each target.
Starting at 15th level, you can run down your foes while mounted. If you move at least 10 feet in a straight line right before attacking a unit and you hit it with the attack, that target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your mounts Strength modifier) or be knocked prone. You can use this feature only once on each of your turns.
Beginning when you chose this specialization at 3rd level, you gain one of the following features of your choice.
Your tenacity can wear down the most potent foes. When you hit a unit with a weapon attack, the unite takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn.
When a Large or larger unit within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the unit.
Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different unit that is within 5 feet of the original target and within range of your weapon.
Also at 3rd level, you gain one of the following features of your choice.
Escape the Horde
Opportunity attacks against you are made with disadvantage.
When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.
You have advantage on saving throws against being frightened.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
At 11th level, you gain one of the following features of your choice.
You can use your action to make a ranged attack against any number of units within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.
You can use your action to make a melee attack against any number of units within 5 feet of you, with a separate attack roll for each target.
Superior Hunter’s Defense
At 15th level, you gain one of the following features of your choice.
When you are 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.
Stand Against the Tide
When a hostile unit misses you with a melee attack, you can use your reaction to force that unit to repeat the same attack against another unit (other than itself) of your choice.
When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
Beginning when you choose this specialization at 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Constitution modifier (minimum of +1).
At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon’s damage type.
Also at 3rd level, you learn to craft and stealthily place traps on the battlefield. As a bonus action you can place a trap at a location within 5 feet of you. Upon finishing a long rest you craft an amount of traps equal to your Wisdom modifier (minimum of +1).
Traps will only activate when a creature other than yourself enters the traps radius, labeled in the table below. If a trap requires a saving throw, the DC is equal to your technology saving modifier.
Lastly, upon reaching 6th level in this class you gain access to a trap launcher that may fire traps up to 30 feet to a location of your choosing.
|Carbonite Trap||5 ft||Upon activation, the activating creature must succeed a Dexterity saving throw or be frozen (stunned) in carbonite for one round. If the creature takes any damage the effects of this trap end.|
|Detonite Trap||10 ft||Upon activation, any creature within range takes 1d10 fire damage. At 6th, 12th, 15th, and 18th level in this class the damage die increases by 1d10.|
|Firazene Trap||20 ft||Upon activation, any creature within range is sprayed with a toxic chemical. Effected creatures must succeed a Constitution saving throw or take 1d6 poison damage and have disadvantage on their next saving throw.|
|Foam Trap||30 ft||Upon activation, any creature that starts or ends their turn in the foam has their movement speed halved. The chemicals of Foam Trap dissipate after 1 minute.|
|Holotrap||10 ft||Upon activation, any creature within range must succeed a Wisdom Saving throw or be taunted for one round.|
By 5th level, you have honed your ability to resist the mind-altering powers of your prey. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).
At 11th level, you learn to attack with such unexpected speed that you can turn a miss into another strike. Once on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action.
Starting at 15th level, you can dodge in unforeseen ways, utilizing the environment around you. Whenever a creature makes an attack roll against you and doesn’t have advantage on the roll, you can use your reaction to impose disadvantage on it. You must use this feature before you know the outcome of the attack roll.