Converting 3.5 Scout to a 5.0 Ranger Archetype

Post/Author/DateTimePost
#1

Betzlalel

Feb 09, 2015 12:52:35

Hello friends,

 

         I only recently heard of the Scout from 3.5, and I really enjoy the concept, so I've decided that I want to try and make a 5.0 version of the Scout as a Ranger archetype. If this has already been done, stop here and shoot me a link.

For those of you who don't know what the heck a scout is, this is what makes them unique:

 

- Extra move speed

- Extra damage and AC if they move at least 10 feet per turn

- Bonuses to search and spot early, Blindsight later

- The ability to escape from magical imprisonment.

 

According to the PHB, rangers get archetype features at 3, 7, 11, and 15. Most obvious is the extra movespeed, damage, and AC all come at 3, but what do you think should be given at the other levels?

 

Thanks in advance,

Betz.

#2

Yag007

Feb 09, 2015 15:26:48

seems like you could rip Ki speed right off monk and tack it to this...or a slightly weakened version I guess.  An issue here would be that Ranger also effectively gets blindsight at lvl 17 (feral senses)

 

grant an additional 5 feet per feature level for a total of 20 at 15

 

hmm...maybe something like:

 

Scout

3-Skirmish Tactics: Each turn, if you move 15 feet or more you do an additional 1d6 damage per attack, and gain +2AC until the start of your next turn. In addition you gain 5 feet of movement speed, and an additional 5 feet at 7th, 11th, and 15th level.

 

7-Reconnaissance Expert: Gain expertise in the Perception and Investigation skills. additionally, you have advantage on rolls to detect and disarm traps.

 

11-Hard Target: You gain the Evasion skill and Opportunity Attacks from creatures you have attacked this turn are made at disadvantage.

 

15-Pathfinder: You gain the benefits of Natural Explorer in all terrains and cannot be tracked.  Additionally, Your attacks on surprised targets are automatic critical hits.

#3

supreme_slayer

Feb 09, 2015 15:22:53

Just a reminder, but you can move all around your target within their range in 5e without provoking attacks of opportunity, so just saying "move X feet" isn't enough. You can just circle someone, or even go back and forth between two squares repeatedly, then attack. So you may want to word it as "in a straight line", "from the square you started in" or something to that effect.

(Reply to #3)

Yag007

supreme_slayer wrote:
#5

DemoMonkey

Feb 10, 2015 5:57:30

I have a player in one of my games who wanted to play a Scout. I just had him use Rogue with some reflavouring; for example the "extra movement" is the Rogue bonus action used to "Dash".The only change I made was to give him a "Skirmish" ability instead of Sneak Attack, templated as closely as possible to the 3.5 Skirmish and 5E Sneak Attack.

 

Here's the exact rule I wrote for him:

 

Skirmish:  This ability replaces the Rogue “Sneak Attack” ability.

 

When you attack a creature and hit, you can deal extra damage to that creature if you did not start your turn within 5’ of an enemy, and you have moved at least 10 feet away from where you were at the start of your turn. The extra damage applies only to an attack made after you have moved at least 10 feet. The Skirmish ability cannot be used while mounted.

 

You can use this feature only once per turn.

 

The amount of extra damage is determined by your Rogue level, as noted in the Sneak Attack column in the Rogue table.