Scout
Hit Points
- At level 1: 10 + your Constitution Bonus
- At higher levels: 1d10(6) + your Constitution Bonus
Proficiencies
- Armor: light and medium armor
- Shields: none
- Tools: one tool of your choice
- Saving Throws: Dexterity or Constitution
- Skills: Survival
Starting Equipment
- A ranged weapon and 20 pieces of ammunition for it
- A light melee weapon
- light armor or medium armor
Class Traits
Traveler's Talent. (Cross-class) You are accustomed to being on the move and have learned many tricks to aid yourself and your party. While traveling you:
- Can always return to a point of interest you have visited without getting lost, so long as you have not visited another location.
- Can always successfully navigate to a marked location when using a professionally crafted map.
- Can always forage and hunt enough food for yourself and up to four other people.
- Cannot be surprised. Additionally, even when not traveling, you have Advantage when identifying flora and fauna and you can treat venomous bites and natural poisons with a Medicine Kit.
Featherfoot. Beginning at level 2, you are no longer impeded by the weight of armor you wear and can sneak without suffering the Disadvantage imposed by medium armor. You may also add your full Dexterity Bonus to your Armor Score while wearing medium armor.