Pack Tactics. The scout has advantage on an attack roll against a creature if at least one of the scout's allies is within 5 feet of the creature and the ally doesn't have the incapacitated condition.
Multiattack. The scout makes three Armblade or Bolt Launcher attacks. It can replace one of the attacks with a use of Snare Trap.
Armblade. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit:12 (2d6 + 5) slashing damage.
Bolt Launcher. Ranged Weapon Attack: +8 to hit, range 80/320 ft., one target. Hit:9 (1d8 + 5) piercing damage.
Snare Trap (1/Day). The scout deploys a Tiny mechanical trap on a solid surface within 5 feet of itself. The trap is hidden, requiring a successful DC 17 Intelligence (Investigation) check to find. The trap lasts for 1 minute. Whenever an enemy enters a space within 10 feet of the trap or starts its turn there, it must succeed on a DC 16 Dexterity saving throw or take 21 (6d6) piercing damage and have the prone condition. A creature makes this saving throw only once per turn.
Dash. The scout moves up to its speed without provoking opportunity attacks.
Blade scouts are responsible for exploring and charting Mournland regions not yet claimed by the Lord of Blades' legions.