Tuesday, May 21, 2024

Revised scout path

We did a revision of the adventurer/scout path to redesign it as a, to use 5e lexicon, leader niche, with controller as a secondary.

My logic is that when you are guided through a harsh wilderness, you listen to your expert or bad things happen.

Now it can be used to emulate such characters as hawkeye from last of the mohicans, robin hood leading his merry men, or your camp counselor.

This is while still being built around the rogue conceptual model.

Open to any and all suggestions.

Redesigned Scout Path: Hunter-Leader

1st Level: Tactical Mark

Tactical Mark:

As a bonus action, you can mark a target you can see within 120 feet. The mark lasts for 1 hour or until the target drops to 0 hit points, or you mark a different creature. You have advantage on Perception and Survival checks to find the marked target. Additionally, your allies gain a bonus to attack rolls against the marked target equal to half your proficiency bonus (rounded down).

3rd Level: Coordinated Strike

Coordinated Strike:

When you or an ally hit a creature you have marked with Tactical Mark, you can use your reaction to allow an ally within 30 feet of the target to make a weapon attack against the marked creature. If the attack hits, you can add your Pop Dice to the damage roll. You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses after a short or long rest.

7th Level: Commander's Insight

Commander's Insight:

You can spend a minute observing a target to gain insights into its weaknesses. The target must make a Wisdom saving throw (DC 8 + your proficiency bonus + your Wisdom modifier). On a failed save, you and your allies have advantage on attack rolls against the target for 1 minute. You can use this feature once per short or long rest.

11th Level: Leadership Tactics

Leadership Tactics:

As a bonus action, you can direct your allies to focus their efforts. Choose up to three allies within 60 feet. These allies can add your Pop Dice to their next attack roll or saving throw within the next minute. You can use this feature twice per short or long rest.

14th Level: Strategic Retreat

Strategic Retreat:

When you or an ally within 30 feet of you is targeted by an attack, you can use your reaction to move up to half your speed without provoking opportunity attacks and grant the same movement to the targeted ally. This movement happens before the attack roll is made. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), regaining all expended uses after a long rest.

18th Level: Battlefield Dominance

Battlefield Dominance:

Your presence and commands dominate the battlefield. As an action, you can issue a powerful command to all allies within 60 feet. For 1 minute, all allies gain a bonus to attack rolls, damage rolls, and saving throws equal to your Wisdom modifier (minimum of +1). Additionally, you can use your Pop Dice to add extra damage to one attack per turn made by any ally within 60 feet. You can use this feature once per long rest.

Additional Changes to Fit the Theme

Favored Terrain (1st Level):

Instead of choosing specific terrains, you can choose to be adept at navigating urban ruins, wastelands, irradiated zones, or cyber jungles. In these terrains, you gain the following benefits:

  • Difficult terrain doesn’t slow your group’s travel.
  • Your group can’t become lost except by magical means.
  • You remain alert to danger and have advantage on Perception checks to detect surprise attacks.
  • When traveling alone, you can move stealthily at a normal pace.
  • You find twice as much food and resources when foraging.
  • You learn the exact number, sizes, and how long ago creatures or entities passed through the area when tracking.

Pacing Mechanics

Pop Dice and Sneak Attack:

Pop Dice: Use Pop Dice for adding damage to attacks against marked targets and for boosting allies' attacks and saving throws as part of your leadership abilities.

Sneak Attack: Utilize Sneak Attack when you have advantage on attacks against marked targets or when you coordinate with allies to strike the marked target, reflecting your strategic prowess and support role.

By reorienting the Scout path around these mechanics, we emphasize their role as a tactical leader and controller on the battlefield, ensuring they can guide and support their allies while still dealing significant damage when necessary. This approach should integrate well into your Hodgepocalypse setting, adding depth and strategic options to the Scout class.