5e:Scout Construct: Difference between revisions

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{{refefstart}}In combat, the scout shares your {{srd5lc|Initiative}} count, but it takes its {{srd5lc|Turn}} immediately after yours. It can move and use its {{srd5lc|Reaction}} on its own, but the only action it takes on its turn is the {{SRD5|Dodge}} or Help action, unless you take a {{srd5lc|Bonus Action}} on your turn to command it to take one of the actions in its stat block or the {{SRD5|Dash}}, {{SRD5|Disengage}}, {{SRD5|Help}}, {{SRD5|Hide}}, or {{SRD5|Search}} action.
{{refstart}}In combat, the scout shares your {{srd5lc|Initiative}} count, but it takes its {{srd5lc|Turn}} immediately after yours. It can move and use its {{srd5lc|Reaction}} on its own, but the only action it takes on its turn is the {{SRD5|Dodge}} or Help action, unless you take a {{srd5lc|Bonus Action}} on your turn to command it to take one of the actions in its stat block or the {{SRD5|Dash}}, {{SRD5|Disengage}}, {{SRD5|Help}}, {{SRD5|Hide}}, or {{SRD5|Search}} action.


If the mending spell is cast on it, it regains 2d6 {{srd5lc|Hit Point}}s. If it has died within the last hour, you can use your smith's tools as an action to revive it, provided you are within 5 feet of it and you expend a {{srd5lc|Spell Slot}} of 1st level or higher. The scout returns to life after 1 minute with all its hit points restored.{{refend|<ref>Note: Modified from {{pub|Eberron Rising from the Last War}} </ref>}}
If the mending spell is cast on it, it regains 2d6 {{srd5lc|Hit Point}}s. If it has died within the last hour, you can use your smith's tools as an action to revive it, provided you are within 5 feet of it and you expend a {{srd5lc|Spell Slot}} of 1st level or higher. The scout returns to life after 1 minute with all its hit points restored.{{refend|<ref>Note: Modified from {{pub|Eberron Rising from the Last War}} </ref>}}

Revision as of 22:21, 26 January 2021

Work in Progress
Rlyehable  +

User Creation
Source: Rlyehable
Date Created: 2021-01-24
Status: 1st Draft


Scout Construct
Tiny Construct  (Scouts), Neutral
Armor Class: 15 (natural armor)
Hit Points: equal two times your artificer level (calculated)
Speed: 40 ft., Climbing 40 ft., Flying 40 ft. (hover), swimming 40 ft.
Str Dex Con Int Wis Cha
10 (+0) 12 (+1) 10 (+0) 10 (+0) 14 (+2) 6 (-2)
Saving Throws: Dex +3, Wis +4
Skills: Insight +4, Perception +4, Stealth +4
Damage Immunity: poison
Condition Immune: charmed, exhaustion, poisoned
Senses: darkvision 60 ft., passive perception 18
Languages: understands the languages you speak
Challenge:Proficiency Bonus (PB): equals your proficiency bonus

Features

Invisability (3/day). The scout can use a bonus action to become invisible for 10 minutes.

Remote Sensing. The artificer may use an action to see and hear what the scout can see and hear and/or give it new instructions. This may be extended my maintaining concentration. 

Actions

Slam. Melee Weapon Attack: Your PB to hit, reach 5 ft., one target. Hit: 1d4 bludgeoning damage.

Help. The scout may use the Help action. 

Reactions

Hide. The scout may use the Hide action as a reaction.


In combat, the scout shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge or Help action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or the Dash, Disengage, Help, Hide, or Search action.

If the mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your smith's tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The scout returns to life after 1 minute with all its hit points restored. [1]

Outside of combat, the scout may be sent up to 5 miles from the artificer to scout terrain, search for and spy upon an individual, or other related activities for up to 24 hours before returning. The scout

Sources

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