{"name":"Dawnguard Scout","race":"Any race","profession":"Soldier","challenge_rating":"2","proficiency_bonus":"+2","size":"Medium","languages":"Common","alignment":"Lawful Good","description":"","ideals":"","bonds":"","flaws":"","suggested_environments":"","armor_class":"17 (Steel Breastplate, Defence)","hit_points":"37 (5d8+15) [roll:5d8+15]","strength":"14","dexterity":"15","constitution":"16","intelligence":"10","wisdom":"12","charisma":"14","movement_units":"","base_movement":"30","fly_movement":"","burrow_movement":"","hover_movement":"","swim_movement":"","climb_movement":"","senses":"passive Perception 13","skills":"Insight +3, Investigation +2, Perception +3, Religion +2","saving_throws":"Wisdom +3, Charisma +4","damage_vulnerabilities":"","damage_resistances":"Bludgeoning, Necrotic","damage_immunities":"","condition_immunities":"Disease","spellcasting":"The Dawnguard Scout is a 4th-level spellcaster, thier spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks) they have the following Paladin spells prepared:\r\n\r\n[h3]1st-level (3 slots)[\/h3]\r\n@[Bane](spell:d49e6d3a-ca55-4897-99d0-1e8e2e78cf77), @[Close Wounds](spell:6f3a7b62-da98-410a-b56f-c87a13c918d8), @[Detect Evil and Good](spell:2283dc8c-b76b-42de-af67-9b7500db39e7), @[Guiding Bolt](spell:20d19c9a-27ab-4c16-be07-3d50ea7060c9), @[Hunter's Mark](spell:0401bf41-f2bf-473a-b080-090c8a9be917)","cast_at_will":"","cast_one_per_day":"","cast_twice_per_day":"","cast_thrice_per_day":"","special_abilities":"[b][blocklink:1539715].[\/b] Has resistance to Necrotic damage, creatures that deal necrotic damage to the Scout cannot heal by the amount of necrotic damage dealt.\r\n\r\n[b]Divine Sense (4\/day).[\/b] As an action, detects if there are Daedra or Undead within 60 feet; which the Scout can see, that are invisible or disguised.\r\n\r\n[b]Lay on Hands (20 points\/day).[\/b] As an action, the Scout can heal a creature up to thier points remaining. Alternatively the scout can expend 5 points to cure one disease or end one poison. Has no affect on undead or constructs.\r\n\r\n[b]Channel Divinity (1\/halfday).[\/b] Choosing from the following two options, the Dawnguard Scout can channel divinity once per short rest:\r\n[br]\r\n[b]Abjure Enemy.[\/b] As an action, chooses one creature within 60 feet that is visible. That creature must make a Charisma saving throw DC 12 or become frightened and immobile for the duration. Daedra and undead have disadvantage on the saving throw.\r\n[br]\r\n[b]Vow of Enmity.[\/b] As a bonus action, chooses one creature within 10 feet. The Scout has advantage on all attack rolls against it for 1 minute.\r\n\r\n[b]Crossbow Expert.[\/b] Ignores the loading quality of crossbows. Being within 5 feet of a hostile creature doesn\u2019t impose disadvantage on ranged attack rolls.","actions":"[b]Crossbow Expert. [\/b]After taking the attack option, the Scout can make an attack with their hand crossbow using their bonus action.\r\n\r\n[b][blocklink:1502204].[\/b] Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d8+2 slashing damage (magical).\r\n\r\n[b]Hand Crossbow.[\/b] Ranged Weapon Attack: +4 to hit, range 30\/120,. one target. Hit: 1d6+2 piercing damage (silver bolts, magical).","bonus_actions":"","reactions":"[b]Divine Smite.[\/b] Can expend one 1st-level spell slot, on a successful hit with a weapon attack, to deal an additional 2d8 Radiant damage to the target. The damage increases to 3d8 if the target is an undead or daedra.","legendary_actions":"","lair_description":"","lair_actions":"","regional_effects":"","image_gallery_id":"5920462","source":"","tags":"","isShared":"on","templateId":"3087","blockId":"1539737","world":"f4f8efb5-511a-4465-a937-ff6eb7572bd9","folder":"31804"}