Scout

Scout
LevelProfFeaturesSpeed BonusDamage DiceTotal Cursed Energy Points
1+2Innate Technique, Quick Strikes, Unparalleled Movement+10d41 + Cursed Energy modifier
2+2Swift Movement, Sharp Eyes+10d42 + Cursed Energy modifier
3+2Innate Technique Feature+10d43 + Cursed Energy modifier
4+2Ability Score Improvement+10d44 + Cursed Energy modifier
5+3Eagle Eyes, Extra Attack+15d65 + Cursed Energy modifier
6+3Innate Technique Feature+15d66 + Cursed Energy modifier
7+3Evasion+15d67 + Cursed Energy modifier
8+3Ability Score Improvement+15d68 + Cursed Energy modifier
9+4Improved Unparalleled Movement+20d69 + Cursed Energy modifier
10+4Tactical Retreat+20d610 + Cursed Energy modifier
11+4Innate Technique Feature+20d811 + Cursed Energy modifier
12+4Ability Score Improvement+20d812 + Cursed Energy modifier
13+5Scanning Eyes+25d813 + Cursed Energy modifier
14+5Sixth Sense+25d814 + Cursed Energy modifier
15+5Tactical Retreat Improvement+25d815 + Cursed Energy modifier
16+5Ability Score Improvement+25d816 + Cursed Energy modifier
17+6Swift Dodge+30d1017 + Cursed Energy modifier
18+6Innate Technique Feature+30d1018 + Cursed Energy modifier
19+6Ability Score Improvement+30d1019 + Cursed Energy modifier
20+6Unfathomable Speed+35d1020 + Cursed Energy modifier

Hit Points

Hit Dice: 1d8 per Scout level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Scout level after 1st


Proficiencies

Armor: Light armor
Weapons: Simple weapons, handguns, longswords, rapiers, and shortswords
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival


Equipment

  • (a) a rapier or (b) a shortsword
  • (a) a shortbow and quiver of 20 arrows or (b) a shortsword
  • (a) a burglar’s pack, (b) a dungeoneer’s pack, or (c) an explorer’s pack
  • Leather armor, two daggers, and thieves’ tools

Innate Technique
Starting at 1st level, you have an Innate Technique that you were born with. Innate Techniques are unique abilities congenitally engraved into the user’s body, specifically in the right prefrontal cortex of the brain. Most jujutsu sorcerers are born with an innate technique that manifests around the age of five or six, which continually carves its formula into the user over time. You must choose one Innate Technique, all detailed under Innate Techniques. Your choice grants you features at 1st level and again at 3rd, 6th, 11th, and 18th level.


Quick Strikes
At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and Scout weapons, which are shortswords and any simple melee weapons that don’t have two-handed or heavy properties.

You gain the following benefits:

  • You can use Dexterity instead of Strength for the attack rolls and damage rolls of your unarmed strikes and Scout weapons.
  • You can roll a d4 in place of the normal damage of your unarmed strike or Scout weapon. This die changes as you gain Scout levels, as shown in the damage dice column of the Scout table.
  • When you use the Attack action with an unarmed strike or a Scout weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.

Unparalleled Movement
At 1st level, your speed increases by 10 feet. This bonus increases when you reach certain Scout levels, as shown in the Scout table.
At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.


Swift Movement
Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This can be used only to take the Dash, Disengage, or Hide action.


Sharp Eyes
At 2nd level, you can make a bonus action Insight check against an opponent’s Deception check. On a success, you gain advantage on all rolls against that opponent for that turn.


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 increase two ability scores of your choice by 1.


Eagle Eyes
Starting at 5th level, you can see up to a mile away, as if 5 feet away. You also gain advantage on all Perception checks that rely on sight.


Extra Attack
At 5th level, you can attack twice, instead of once, when you use the Attack action during your turn.


Evasion
Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an Ice Storm technique. 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. At 15th level, you may choose a second saving throw and gain the same effects from it.


Tactical Retreat
At 10th level, if an opponent enters within 5 feet of you, you may move up to your movement speed as a reaction.
When you reach 15th level, you can move up to twice your speed.


Scanning Eyes
Beginning at 13th level, you can now, as part of Sharp Eyes, tell your opponent’s weaknesses (weak points, vulnerabilities) and main damaging methods (damage type and highest-damage action).


Sixth Sense
Beginning at 14th level, you gain advantage on Dexterity saving throws and a 30-foot radius of blindsight.


Swift Dodge
Starting at 17th level, when an attacker that you can see hits you with an attack, you can use your reaction to ignore the attack’s damage against you. You can do this a number of times equal to half your proficiency bonus per long rest.


Unfathomable Speed
Beginning at 20th level, your speed is faster than anyone can track. Your movement speed now counts as a teleportation speed to a point you can see.