Scout

ORCISH ARMY  |  NEWLY TRAINED SOLDIER 

Scouts range ahead of Orcish formations to find routes, observe enemy movements, track threats, and bring back intelligence. Their bonded owls extend their reach—but are living comrades, not expendable magical instruments.

Your spellcasting modifier is DEX.

Starting character statistics

StatisticStarting rule
Hit points14 + 2 × CON modifier
Proficiency bonus+2
Spellcasting abilityWisdom (DEX); spell attack bonus = +2 + DEXmodifier; spell save DC = 10 + DEX modifier
Saving throw proficienciesDexterity, Wisdom
Skill proficienciesSurvival (basic army fieldcraft), Stealth, Perception
Armor proficiencyLight armor, medium armor
Weapon proficiencySimple weapons, shortsword, longbow
Weapon masteriesShortsword (Vex): next attack vs same target has advantage before end of next turn; Longbow (Slow): target speed −10 ft until start of next turn
Basic first aidAdd proficiency bonus to first-aid checks: stabilize (action, DC 10 Medicine); field dressing (1 minute, DC 10 Medicine, restores 1d4 HP once per injury episode). Each attempt uses one kit use.

Issued arms and equipment

ItemStandard issue
WeaponsShortsword (1d6 piercing), longbow (1d8 piercing) with 20 arrows
ProtectionChain shirt (AC 13 + DEX modifier, maximum +2), helmet; no shield
Reconnaissance partnerOne trained, magically bonded living owl (see below)
Medical suppliesHealer’s Kit (5 uses, including bandages and field dressings)
Field kitUniform, boots, bedroll, blanket, mess kit, waterskin, 3 days’ rations
IdentificationIdentification tag and unit insignia

Owl familiar — bonded reconnaissance partner

Use the ordinary Owl stat block in the Monster Manual, including its movement, senses, defenses, Talons attack, Flyby trait, and other listed abilities. The owl acts on its own initiative and may Attack or take the Help action normally. It is physically vulnerable: putting it into a fight is a real risk.

Within 300 feet, scout and owl can communicate simple impressions telepathically. As an action, the scout may see and hear through the owl until the start of the scout’s next turn, becoming blind and deaf to their own surroundings for that time. The owl is a living animal: if it dies, replacing it requires acquiring and training another owl and establishing a new bond; it cannot simply be resummoned.

Military spells taught during training

All five spells use Wisdom. Mana shortfalls are paid from actual HP under the general Orcish magic rules. No material components are required unless specified.

Veilstep  •  4 mana

Casting: Bonus action   |   Range: Self   |   Duration: 10 minutes

You have advantage on Dexterity (Stealth) checks and may attempt to Hide while lightly obscured, overriding the usual degree-of-obscurement requirement. Ordinary observation in clear view still reveals you. The spell ends if you attack or cast a spell that damages a creature.

Far Sight  •  3 mana

Casting: Action   |   Range: Self   |   Duration: 10 minutes

Your visual acuity extends to four times its usual distance: details normally discernible at 100 feet are discernible at 400 feet, if visibility allows. You also have advantage on Wisdom (Perception) checks relying on sight. This does not penetrate darkness, fog, or solid obstacles.

Fleetfoot  •  4 mana

Casting: Bonus action   |   Range: Self   |   Duration: 10 minutes

Your walking speed increases by 10 feet and you ignore nonmagical difficult terrain.

Mark Quarry  •  4 mana

Casting: Bonus action   |   Range: 90 ft   |   Duration: Concentration, up to 10 minutes

Choose one creature you can see within range. You have advantage on checks to track it. Once on each of your turns, the first successful weapon hit against that creature deals an extra 1d4 damage.

Night Eyes  •  3 mana

Casting: Action   |   Range: Touch   |   Duration: 1 hour

The target gains Darkvision to 120 feet: dim light appears bright, darkness appears dim, and colors cannot be distinguished in darkness. If the target already has Darkvision, extend its existing range by 60 feet instead.